Newton 2.0x Archemedia Open Beta

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Mon Jul 20, 2009 11:50 pm

Ok I added the Linux 32 package now.


about the lib,
Are dAnimation, dContainers, etc meant to be compiled to dAnimation.a, dContainers.a, etc? Should they then be appended to libNewton.a (using AR for instance)?

you do not need to make libraries dAnimation and dContainer unless you want to use then for you own toolbox, those are utilities I have develop over the years and that I like to use.
these are the only files you need to mak eteh joint joints library.

Code: Select all
SDK_MATH_SRC = \
   $(SDK_MATH)/dMathDefines.cpp \
   $(SDK_MATH)/dMatrix.cpp \
   $(SDK_MATH)/dQuaternion.cpp    
   
SDK_JOINTS_SRC = \
   $(SDK_JOINTS)/Custom6DOF.cpp \
   $(SDK_JOINTS)/CustomGear.cpp \
   $(SDK_JOINTS)/CustomHinge.cpp \
   $(SDK_JOINTS)/CustomPulley.cpp \
   $(SDK_JOINTS)/JointLibrary.cpp \
   $(SDK_JOINTS)/CustomSlider.cpp \
   $(SDK_JOINTS)/CustomRagDoll.cpp \
   $(SDK_JOINTS)/CustomWormGear.cpp \
   $(SDK_JOINTS)/CustomUpVector.cpp \
   $(SDK_JOINTS)/CustomUniversal.cpp \
   $(SDK_JOINTS)/CustomCorkScrew.cpp \
   $(SDK_JOINTS)/NewtonCustomJoint.cpp \
   $(SDK_JOINTS)/CustomDGRayCastCar.cpp \
   $(SDK_JOINTS)/CustomBallAndSocket.cpp \
   $(SDK_JOINTS)/CustomSlidingContact.cpp \
   $(SDK_JOINTS)/CustomMultiBodyVehicle.cpp \
   $(SDK_JOINTS)/CustomPlayerController.cpp \
   $(SDK_JOINTS)/CustomDryRollingFriction.cpp \
   $(SDK_JOINTS)/CustomKinematicController.cpp



if you take those files and you make a library or a dll you can append it the to Newton.a use AR. these are the minimal files.
    Newton.h
    newton.lib
    JointLibrary.h
    JointLibrary.lib
if you want to use the joint libray in CPP then you need the headers files where the joint are declared.
if you download the tutorial demos from the wiki you will see a more streamlined version of demos that use a minimal set of files.
no containers, no other utilities.

I use my container instead of STL because had comaptibility problems compiling code the was using STL using then with VS8 and VS2003, in different targets (liek motrthreaded, single threaded, etc),
I need these projects to be cross platform I decided to use my own, but you do not need to use then you can use what ever else you like.
The engine does not need any of those container for anything, they are only used for the demos.

In the tutorials demos I do not use those containers, presicely to avoid confusion from many users who think they are part of Newton.
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Tue Jul 21, 2009 12:16 am

Svenstaro wrote:Will those extra source files become part of the main Newton distribution at some point? Why are there source files to begin with when Newton is actually closed source?
I'm sorry if those questions sound uninformed but I'm quite baffled as how to properly use those extra source files.
Please note that I'm still offering you my help with the Newton Linux releases and if you are willing to learn I'm also offering you my direct help with Linux itself.

No they will not, they will remain open.
Newton have an interface for joint that allows for the client application to build their own joints.
Some user do use that inteface and make theirs own Joints in their own programming style.
for that kind of user the only thing they need is the file Newton.h and Newton.a

unfortunatly not all users have the same level of undertanding of the engine in teh beginning, and the majory prefer using joints that are already build for them.
this forces me to recreate all of the joints as open source classes that the end user can see and debug.
for some user this joint became templates for them to make new joints, other just use the joints as they are.
and even for some other users using lunguages like Paskal and visual basic they need a pure C interface, an dthe is why ther is a C wraper for the joint library.

That save me from having to make new engine release each time some one need a feature, intead I just give some pointers for make ne new Custom joint and that usualy solev teh cituation.
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Newton 2.0x Archemedia Open Beta

Postby JernejL » Tue Jul 21, 2009 3:19 am

I think this would clear up the misunderstandings: while newton itself is not open-source, the joint library and the demos & examples are open with source code, but you don't have to use the joint library at all, newton works fine without it.
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: Newton 2.0x Archemedia Open Beta

Postby hpesoj » Sat Jul 25, 2009 3:08 pm

Julio - I have only skimmed through the latest posts in this thread so I may have missed something, but you mentioned that you are looking for a free, closed-source hosting website; you should check out http://www.origo.ethz.ch/ which is exactly that.
hpesoj
 
Posts: 90
Joined: Sun Jan 09, 2005 4:36 pm
Location: Cambridge/Bristol, UK

Re: Newton 2.0x Archemedia Open Beta

Postby VeT » Sun Jul 26, 2009 6:49 pm

ahh, 2.04...Lets look, whats inside :)
1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy
LiteC+Newton2 download: http://hosted.filefront.com/NeArGa
LiteC+Newton2 discussion: http://tinyurl.com/6l7y9v
VeT
 
Posts: 84
Joined: Thu Jul 31, 2008 11:31 am

Re: Newton 2.0x Archemedia Open Beta

Postby Svenstaro » Mon Jul 27, 2009 11:56 am

Julio, can you do me one favor and rename the Linux downloads to make them consistent? The 64bit download has a lower case character in the beginning and the 32bit one has an upper case one. It makes package management inconvenient.
Svenstaro
 
Posts: 16
Joined: Mon Aug 04, 2008 1:38 pm

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Mon Jul 27, 2009 12:14 pm

Ok done
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Newton 2.0x Archemedia Open Beta

Postby FlemMonk » Tue Jul 28, 2009 5:35 am

I have successfully tested the Player Controller example provided on the Wiki, however I used the modified code you provided a few posts ago Julio, and I noticed a few bugs in the controller. I will admit I didn't expect it to be perfect, but I noticed when moving off ledges or moving off slopes (strafing) the controller would actually move higher in the air before falling. I understand it needs some work, so I just wanted to congradulate you on a job well done so far.

I haven't used any of the other controllers in JointLibrary just yet, but will later. Also I have been successful in using Newton 2.03 with BlitzMax and have a include file if anyone requires it and is watching this thread.
FlemMonk
 
Posts: 14
Joined: Tue May 26, 2009 5:18 pm

Re: Newton 2.0x Archemedia Open Beta

Postby hpesoj » Tue Jul 28, 2009 8:24 am

Hi Julio. Would you be kind enough to explain in more detail the new shapeID parameter in the collision creation functions? Does this simply allow bodies made from different collision shapes to use different default material IDs, or is there more to it?
hpesoj
 
Posts: 90
Joined: Sun Jan 09, 2005 4:36 pm
Location: Cambridge/Bristol, UK

Re: Newton 2.0x Archemedia Open Beta

Postby JernejL » Tue Jul 28, 2009 8:41 am

I'm not sure yet, as i didn't get round to check it out, shapeid i think means actually a material id (julio please correct me if i understand this wrong), so you can assign materials directly to collision shapes and not just bodies. this allows for having a compound shape or scene collision made of different materials.

if shapeid is material id then the parameter has a ambiguous name.
Help improving the Newton Game Dynamics WIKI
User avatar
JernejL
 
Posts: 1587
Joined: Mon Dec 06, 2004 2:00 pm
Location: Slovenia

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Tue Jul 28, 2009 9:21 am

hpesoj wrote:Hi Julio. Would you be kind enough to explain in more detail the new shapeID parameter in the collision creation functions? Does this simply allow bodies made from different collision shapes to use different default material IDs, or is there more to it?

Yes this is correct.
The collision ID can be used a sub matereial for shep with mutiple child shapes.
One Usage is a unifired Materail Systm
check out the Wiki Tutorial_201_AbvanceMaterial for and example of how to use it.

You can use it for anything you want.
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Newton 2.0x Archemedia Open Beta

Postby VeT » Thu Jul 30, 2009 2:12 pm

What about tutorials? :)
Now its empty... In addition, when you'll finish character control? :)
1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy
LiteC+Newton2 download: http://hosted.filefront.com/NeArGa
LiteC+Newton2 discussion: http://tinyurl.com/6l7y9v
VeT
 
Posts: 84
Joined: Thu Jul 31, 2008 11:31 am

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Thu Jul 30, 2009 2:56 pm

when was the last time you got the toturials? I added more to the player last saturday.

I will add more soon, but I am bringging the Mac/iphone build up to the same level, because there are few people who had requested help long time ago with some issues in the iphone.
I beleive I am one or two days away from getting the Mac completed and I will sesume the Player controller.

In any case had you tried the Player controller yet? It has some problems but it is functional.
I would like to get feeback of what you would like to see and what you dislike about it.

The more feeback I get the more polish it gets.
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Re: Newton 2.0x Archemedia Open Beta

Postby VeT » Thu Jul 30, 2009 6:13 pm

Yep, CharController exist, and its great :)
I tried it, generally its good, but i dont like, how he is walking on the stairs: a lot of dribbling, or how that's called... in previous controller i saw some bugs with movement direction, i'll check it in your new version... no, now its looking like all right.
One more thing: player moves too fast against the camera. For example: player stands still, he is in the center of the camera. When he starts to move(left, for example), he moves left on the camera too much... em.. i re-read, what i wrote and i think that you may dont understand, what i mean :)
Image
Image

Did you complete Raycast car? Even without tutorials, if you improved code, i can start to learn it.
1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy
LiteC+Newton2 download: http://hosted.filefront.com/NeArGa
LiteC+Newton2 discussion: http://tinyurl.com/6l7y9v
VeT
 
Posts: 84
Joined: Thu Jul 31, 2008 11:31 am

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Thu Jul 30, 2009 6:44 pm

VeT wrote:One more thing: player moves too fast against the camera. For example: player stands still, he is in the center of the camera. When he starts to move(left, for example), he moves left on the camera too much... em.. i re-read, what i wrote and i think that you may dont understand, what i mean :)
Did you complete Raycast car? Even without tutorials, if you improved code, i can start to learn it.


The camera movement is not a bug in the controller is a bug in the Camera.
The problems is in the main loop I call the camera update before key controls and physics update,
Therefore the Camera is always one frame behind the scene. I did not realize that until I attached the player to a camera.
If I change it the order it messes up the other demos, therefore I left it like that.

In these tutorials the camera update is correct.
http://newtondynamics.com/wiki/index.php5?title=Tutorials

I wrote the WIKI tutorial with the beginners’ mentality in mind as oppose to eth SDK demo that show the engine features.

Basically people should start by the tutorial and then when they know the basics stuff like Bodies, collision, Material, Joint, and some other special thing. Then they can go to the SDK demos to find out special features of those objects.
Try the Player in the tutorial and tell what you think.
I will try to get it complete with more features like Jumps and crouch this weekend.

About the Car I need to complete the basics and more popular features first, so I guess the car will be done the week after.
However in the last tutorials you can see how I set the car. They may solve the orientation bug that you have and you have problems in eth car demo in eth SDK.
The tutorial set up in much, much simpler, see if you understand it.
Julio Jerez
Moderator
Moderator
 
Posts: 12426
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 2 guests

cron