obj2phy

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

obj2phy

Postby Leadwerks » Fri Jul 24, 2009 4:11 pm

Newton collision shape converter. You must have Newton.dll in the same folder as this program.

Usage:
+file <filename> File to convert.
+mode <mode> 0 - convex hull(s); 1 - collision tree.
-optimize Optimize collision tree. Default is 0.
+tolerance <tolerance> Convex hull tolerance value. Default is 0.001.
-s
Attachments
obj2phy.zip
(96.06 KiB) Downloaded 142 times
User avatar
Leadwerks
 
Posts: 569
Joined: Fri Oct 27, 2006 2:54 pm

Re: obj2phy

Postby Leadwerks » Sat Jul 25, 2009 11:31 am

No one finds this useful?
User avatar
Leadwerks
 
Posts: 569
Joined: Fri Oct 27, 2006 2:54 pm

Re: obj2phy

Postby JernejL » Sat Jul 25, 2009 11:50 am

I, like most people haven't got a slightest idea what "phy" is, and most people incorporate this kind of stuff into the engine directly.. Usually people employ one-time generation of custom collision caches for trimeshes and newton builds convex hulls so fast it would even make the "planck time" envy :P
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: obj2phy

Postby Leadwerks » Sat Jul 25, 2009 11:54 am

Oh, I forget...this is just the serialized collision data Newton saves. I just named the extension .phy.
User avatar
Leadwerks
 
Posts: 569
Joined: Fri Oct 27, 2006 2:54 pm


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron