Share with us how are you using the powerrrr of the force
Moderator: Alain
by walaber » Sat Dec 04, 2004 3:24 am
I've finally released my wrapper for versio 1.30...
screenshots:
Collision Primitives DEMO
Joints DEMO
Materials & Collision DEMO
FPS Example DEMO
Vehicle DEMO
Buoyancy DEMO
Simple Ragdoll DEMO
DEMO EXE DOWNLOAD (rar archive, about 11MB)
----------------------
Wrapper includes:
* NDB.dll (now with Newton.dll built in)
* source code to all 8 demos
* Brand new Rigid BodyDesigner tool for making complex bodies easily.
* Documentation for all commands!
* Keywords file for highliting in IDE
* Ragdoll tutorial
WRAPPER DOWNLOAD - rar archive, about 4MB. (for anyone curious about DBPro code
)
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by bal » Sat Dec 04, 2004 5:08 am
This is great. All the most-asked and most-needed features in demos
. Too bad it's DBPro and no C(++) so I'll need to convert them first before experimenting with them...
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bal
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by Quimbly » Sat Dec 04, 2004 10:37 am
What the heck is DBPro?!
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Quimbly
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by walaber » Sat Dec 04, 2004 10:41 am
DBPro is a BASIC programming language that has DirectX incorporated, for making 3D games and applications.
It allows you to add functionality through DLLs, but the limitations of the BASIC langage mean that structures and pointers are not allowed, so I wrote a wrapper for Newton so Dark Basic Pro users can use the library.
the main reason I posted here is just to show the demos as a demo of Newton, not really DBPro...
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by Julio Jerez » Sat Dec 04, 2004 10:46 am
I just played each demo, just awesome dude.
I like the material one. nice touch to make sound cue. It is no easy to let the person see the materials in action, graphyically, but very easy with a sound
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Julio Jerez
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by walaber » Sat Dec 04, 2004 11:06 am
thanks... this took a lot of work, I'm glad it's finally released.
now I can start working on my own game project
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by Quimbly » Sat Dec 04, 2004 11:07 am
Ya, these demos are freakin' amazing.. Nice work.
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by _vlad » Sat Dec 04, 2004 1:22 pm
Very nice demos.
But I can't turn left with the car :
The keys are english/french reversed so
forward (w) is "z"
left (a) is "q"
BUT quit (q) is not "a" like it should it's q also
Strangely it seems you don't handle the "q" key like other keys because it's not english/french reversed like the others. So when I want to turn left, it quits.
Also, have you used your Rigid Body Designer to build ragdolls ?
Would it be possible ? (that would be very cool, with bone animated .x files)
Anyway the designer looks pretty handy.
Ey, you even put a tutorial on how to set up ragdolls, that's very cool thx
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by walaber » Sat Dec 04, 2004 9:02 pm
yeah, I used a different command internally to check for keystrokes... so the "q" key should be the same across international keyboards, but the vehicle controls might be different...
you can't make ragdolls with the Rigid BodyDesigner... it's for making collision for simple rigid bodies (with no joints). basically it's a simple way to setup a compoundcollision for a visual object. the truck in my demo was made with the Rigid Body Designer, using convex hulls for the front and cab, and boxes for the truck bed in the back!
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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by The unProfessional » Sat Dec 04, 2004 10:47 pm
Fantastic job walaber. You're really giving DBPro users something priceless with your wrapper and exceptional demos.
Congrats on finishing the wrapper... I'm pretty sure you've been working your tail off on it.
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by walaber » Mon Dec 06, 2004 1:02 am
speaking of the Rigid Body Designer, if you use .x files in your engine, or can convert to/from .x files, anyone can use it to design complex CompoundCollision objects for your models...
for those interested, here's the ".bod" format that it saves/loads:
you can write your own save/load routine based on this data. the files are binary.
- Code: Select all
RIGID BODY .bod FORMAT VERSION 2
-----------------------------------------------------------
DATA NAME SIZE DESCRIPTION
-----------------------------------------------------------
header char[3] "bd2" -> string header defining format.
-----------------------------------------------------------
len byte string length
vis_model char[len] visual model file string
offset_rot float[3] offset for visual model pivot in 3 Euler angles
offset_pos float[3] offset for visual model pivot as vector
-----------------------------------------------------------
num_prims byte total number of collision primitives
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** FOR ALL COLLISION PRIMITIVES THE FOLLOWING DATA IS STORED
prim_type byte primitive type. constants explained below
-----------------------------------------------------------
** CASE: STANDARD PRIMITIVES (all but convex hull)
size float[3] size. for radial elements: first value = rad, 2nd value = height.
-----------------------------------------------------------
** CASE: CONVEX HULL PRIMITIVE
num long number of vertices in vertex cloud
verts float[3*num] actual vertex data.
-----------------------------------------------------------
** ALL PRIMITIVES HAVE THE FOLLOWING DATA AS WELL
offset_rot float[3] offset rotation in 3 Euler angles
offset_pos float[3] offset position as vector
dist_mat float[16] distortion matrix
coll_id byte collision ID for newton callback
-----------------------------------------------------------
mass float rigid body mass
inertia float[3] moment of inertia for the body
-----------------------------------------------------------
END OF FILE
CONSTANT VALUES FOR USE WITH "prim_type"
PRIM_BOX 1
PRIM_ELIPSOID 2 <- elipsoid, can also be sphere if all radius' are equal
PRIM_CYLINDER 3
PRIM_CAPSULE 4
PRIM_CONE 5
PRIM_CHAMFERCYLINDER 6
PRIM_CONVEXHULL 99
NOTES:
the format has been simplified in this version, it no longer has any visual object information,
and has been changed to handle convex hulls, and distortion matrices on collision pieces. I think
this has made the formst more robust, and possibly usable by all Newton users now, regardless of
their platform. Making an editor that can save this format is very simple, and parsing the
format should be even easier.
In this document, "Char" means a single byte character, and "byte" means a single byte number.
"float" is a 4-byte floating point, and "long" is a 4-byte integer.
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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walaber
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