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Re: Newton 2 wrapper [Re: VeT] #264025
05/03/09 20:20
05/03/09 20:20
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
how are the car sample?

Re: Newton 2 wrapper [Re: Felixsg] #264045
05/03/09 23:01
05/03/09 23:01
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP

Serious User
VeT  Offline OP

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
in progress wink
i have working version of car for Newton 1.53, now i may convert it to newest version as there is no old car in Newton 2.0


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Newton 2 wrapper [Re: VeT] #265409
05/12/09 13:34
05/12/09 13:34
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP

Serious User
VeT  Offline OP

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Here is my PMs with Julio(creator of Newton):

Originally Posted By: Julio

*****

Plus I am also adding eth CUDA support so the next Beta will come with Hardware simulation on GPU.
Therefore it will provide the same level of mass physics simulation as other commercial engine but with a real newtonian base physics engine like ODE, as opposed to a Impulse base Physics engine like all the others.

There are many, many reasons why a force based engine is far superior than a impulse base, although it have to be slower by nature, but as you can see Newton 2.0 is quite competitive.


Originally Posted By: VeT

******

also, can you give me more details about impulse and force-based physical engine?


Originally Posted By: Julio

Impulase base for force base p[hysic sare teh tow diffrent metod to make physis simulation.

Impulse was proposed by Brians Mirtich
http://www.kuffner.org/james/software/dynamics/mirtich/index.html

and force base was propose by Davif Baraff
http://www.cs.cmu.edu/~baraff/papers/sig96.pdf

Impulse base very eassy to implement and is the methed used by Physx and Havok, it is also the method used by open source since they are all biproduct of Havov and PhyiX written by ex employee that when they leave the company use and older copy and re write as open source.

the problem with open source is the teh are incorrect since they violate a physics principle that state that and impulse can only be appliyed at and infinitesimal small period of time.
They apply impulse an dintegrate then as if tehey where forces, theyfor tehy are unstable and thsi si whay you see hundere of paore teh try to sov eteh problems.

Force base implementation are base on rigurose law of physics call the method of the virtual work, they are harder to solve but the are more stable and have the ability that the same solver solve all know rigid body problems.



1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Newton 2 wrapper [Re: VeT] #265448
05/12/09 15:14
05/12/09 15:14
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
you see the beta page?
I think not really importan but can be
and why you no talk with JCL to try
to implement de newton inside gamestudio

Re: Newton 2 wrapper [Re: VeT] #265457
05/12/09 15:36
05/12/09 15:36
Joined: May 2008
Posts: 150
Switzerland
Hitsch Offline
Member
Hitsch  Offline
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Joined: May 2008
Posts: 150
Switzerland
Very interesting to read up on the different physics systems.

I don't get why the 'Newton-Way' is actually better for the end user? Is it in general more accurate?

Re: Newton 2 wrapper [Re: Hitsch] #265487
05/12/09 17:54
05/12/09 17:54
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP

Serious User
VeT  Offline OP

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
2 Felixsg
I talked to jcl, he promised to implement... i think, he waits for the full version of Newton, not for betas.
Anyway, all functionality of Newton is enabled in first version of wrapper: 2-18 versions just show, how to use Newton for different effects.. If you know, how to create car using Newton, you can make it with the LiteCNewton2.16.v1.rar
(well, in the latest versions there are fixed some minor bugs in header, but i hope you got the idea)

2 Hitsch
Yes, more accurate and stable.. try those links, if you want additional information smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Newton 2 wrapper [Re: VeT] #265497
05/12/09 19:19
05/12/09 19:19
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
hey vet, i started to play with your wrapper again, and just to let you know:

the ent_setmatrix_rb function needs to be changed to work with 7.77, or entites have a wrong tilt value(random?)

this is the updated version:
Code:
void ent_setmatrix_rb(ENTITY *entity, float *m)
{
	float pan, tilt, roll;
	
	if(fabs(m[2]) > 0.9999) // looking straight up or down -> gimbal lock
	{
		pan = atan2(-m[4], m[5]); // -m[4]?
		tilt = 1.570796 * sign(m[2]);
		roll = 0;
	}
	else
	{
		pan = atan2(m[1], m[0]); // swap?
		tilt = atan2(m[2],sqrt(m[1]*m[1] + m[0]*m[0]));
		roll = atan2(m[6], m[10]);
	}
	
	entity->pan = pan * RAD2DEG;
	entity->tilt = tilt * RAD2DEG;
	entity->roll = roll * RAD2DEG;
	
	entity->x = m[12] * METERTOQUANT;
	entity->y = m[13] * METERTOQUANT;
	entity->z = m[14] * METERTOQUANT;
}


just to let you know.


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Re: Newton 2 wrapper [Re: Quad] #265500
05/12/09 19:31
05/12/09 19:31
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline OP

Serious User
VeT  Offline OP

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
yes-yes, thank you, i got that smile


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Newton 2 wrapper [Re: VeT] #265627
05/13/09 12:22
05/13/09 12:22
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Hi
How can i set up constraints? i dont get it. In ODE i had to use
Vectors to set the anglepoint and the axis the constraint rotates around. But what are dfloats?

Can someone give me an example?

I used vectors(of course wrong) and the second body disapeared:
Code:
vec_for_bone(temp,my,"Bone9");	ent=ent_create("box_a.mdl",vector(temp.x,temp.y,temp.z+20),bone);	bone_t=newton_addentity(ent,0,NEWTON_BOX,onforceandtorque);
you=ent_create("box_a.mdl",vector(temp.x,temp.y10,temp.z20),bone);
ragdoll_ent=newton_addentity(you,70,NEWTON_BOX,onforceandtorque);
NewtonConstraintCreateHinge(nworld,ent.x,vector(0,1,0),bone_t,ragdoll_ent);



Greets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Newton 2 wrapper [Re: Rackscha] #265637
05/13/09 13:02
05/13/09 13:02
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
dfloats are just floats,

you can try using dfloat mypoint[3]; instead of a vector

also there was a rope example in the Vet's wrapper that utilizes joints if i recall correctly.


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