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- A minimalist rendering library.
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- Kinematic Controller control modes?
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- Development of self balancing biped with inverse Dynamics
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- Infinite loop possible in dgContactSolver::RayCast?
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- Questions on multithreading
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- ndJointSpherical
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- Joint with child of zero mass, problems?
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- How to remove ndModel
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- Games with a lot of physics puzzles?
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- OgreNewt for newton4
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- Some unexpected collision behavior
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- IP blocked by this forum
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- actuating joints
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- Initial conditions in joints
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- Conveyer belts?
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- supercar demo ported vehicle moving sidewards
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- Simple cloth patch, Simple soft body newton 3.x
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- Collision free painting
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- Breaking changes after update
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- Bodies still bounce when setting restitution to zero
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- Problem with NewtonCollisionPointDistance and convex hulls
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- A completely rigid joint
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- How to override contact normal force?
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- NanoBrain
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- Ball&Socket unit for v3.14
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- Dynamically scaling heightfield collision?
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- About Physics modeling.
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- Heightfield collision with 16-bit floats
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- FBX Loader - what format?
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- AI commenting
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- SceneCollision add/remove speed?
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- Development of organic leg for self balancing characters
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- Newton x86
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- Contact Solver Not considering m_localMatrix
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- Contraint loop assert when body has large mass
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- How to teleport bodies
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- Questions about FixDistance Joint
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- Smart Pointer confusion
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- User data
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- CIO in ND
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- Ray/Sphere cast using visual transform.
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- NewtonUserJointAddAngularRow : what does it do ?
by blackbird_dream » Mon Nov 28, 2022 10:29 am
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- Friction units?
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- Convex hull fracturing
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- Newton 3 to Newton 4 migration questions
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- Userdata for ndBody in 4.0
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