Hi Julio, for first congratulation and thanks for giving us Newton Library, It helps indie & small teams developer bring real physics in games.
I currently use Newton 1.53 with a custom made Physics Based Character Controller (CC).
But I'd like to test the new Character Controller in Newton 2.0 (and also switch to Newton 2.0)
So looking in to the forums I've seen that those are the new functions for CC:
// player controller functions
JOINTLIBRARY_API NewtonUserJoint *CreateCustomPlayerController (const dFloat* pins, const NewtonBody* player, dFloat maxStairStepFactor);
JOINTLIBRARY_API void CustomPlayerControllerSetPushActorCallback (NewtonUserJoint* playerController, PlayerCanPuchThisBodyCalback callback);
JOINTLIBRARY_API void CustomPlayerControllerSetVelocity (NewtonUserJoint* playerController, dFloat forwardSpeed, dFloat sideSpeed, dFloat heading);
JOINTLIBRARY_API void CustomPlayerControllerSetMaxSlope (NewtonUserJoint* playerController, dFloat maxSlopeAngleIndRadian);
JOINTLIBRARY_API dFloat CustomPlayerControllerGetMaxSlope (NewtonUserJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetVerticalSensorShape (NewtonUserJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetHorizontalSensorShape (NewtonUserJoint* playerController);
JOINTLIBRARY_API const NewtonCollision* CustomPlayerControllerGetDynamicsSensorShape (NewtonUserJoint* playerController);
so my question are:
Any chance to have a simple example code for how to use CC functions?
The Character controller is Physic or Kinematic based?
When will Beta 2.04 be out (I've read that you're rewriting CC for that release)?
Best Regards
Anceschi Mauro, Sr. Graphics Engineer
Narcotic Games Inc.
http://www.narcoticgames.com