A place to discuss everything related to Newton Dynamics.
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by shybovycha » Wed Jan 06, 2010 5:49 am
I apologise upon you, and i am using SFML's vectors for now. I don't think it is too hard for me to create my own vector class and overload some of base dVector methods. I just thought you will add those methods to the Newtonian mathematics...
sorry, once more.
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shybovycha
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by JernejL » Wed Jan 06, 2010 7:25 am
shybovycha: the WIKI documentation is as up to date documentation as it gets, what's wrong with that? i thought practically all documentation there is now up to date.
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by shybovycha » Wed Jan 06, 2010 8:22 pm
Wiki documentation may be up-to-date. *
This tutorial shows only incompleteness of Wiki* But documentation, included in Newton 2.13 Lin seems to be taken from 1.53...
Checked once more. It seems to be... identical...
Proof:
diff 2.13/doc/ 1/53/doc/ wrote:diff doc/license.txt 1.53/doc/license.txt
24c24
< "About" dialogs, credits screens, program notes or instructions and shrink-wrapped packaging.
---
> including credit screens, "About" dialogs, program notes or instructions and shrink-wrapped packaging.
29,30c29
< 6) It is strictly prohibited to use this software without the explicit permission of the original creator,
< for work that its only purpose is comparison or benchmarking against similar technologies.
---
>
diff doc/readmeFirst.txt 1.53/doc/readmeFirst.txt
2,43d1
< Newton Game Dynamic 2.0
<
<
< - fixed custom joint in SDK demos had improper limits and parameters.
< - fixed vehicle were not frozzen when leaving the world box
< - fixed collison tree optimized bug, sometime creating extrange polygon on collision mesh like quake BSP.
< - fixed collsion between convex objects with ratio over 10000 to one were causing memory over run of the stack.
< - fixed collision tree malfuntion when adding polygons with multiple face IDs.
< - fixed contac calculation were filtered out if closer than 0.034 units, now they are filtered if they are closer than 0.0001 units
< - improved contac calculation for continue collision now generating better contacts set.
< - improved calculation of bouyancy forces, (upto to 10 time faster).
< - improved convex hull construction much faster and rubust.
< - funtion NewtonAddBodyImpulse and been changed to NewtonBodyAddImpulse.
< - funtion callback NewtonContactProcess now pass the colliding bodies as arguments
< - funtion callback NewtonContactEnd now pass the colliding bodies as arguments
< - added came is now mulicores support using opemMP
< - added material can set distance tolerance between contact points.
< - added function to read triangles in aabb from a collision tree (vertex list index list format).
< - added performance counters for profiling.
< - added convex hull can pass a tolerance parameter for making a loose aproximation and improve performance.
< - added inteface to collect infomation from collision objects
< - added inteface to collect infomation from joint objects
< - added linear time solver stable constraint for handling lareg scale game scenes
< - added island update callback funtionality and interface
< - removed NewtonGetActiveBodiesCount
< - removed NewtonBodyGetGyroscopicForcesMode;
< - removed NewtonWorldFreezeBody as it can be added as external force in the callback
< - removed NewtonWorldUnfreezeBody as it can be added as external force in the callback
< - removed NewtonGetActiveConstraintsCount as it can be added as external force in the callback
< - removed NewtonBodySetAutoactiveCallback as it can be added as external force in the callback
< - removed NewtonBodyCoriolisForcesMode as it can be added as external force in the callback
< - removed NewtonBodySetAutoFreeze as it can be controled form the force callback
< - removed NewtonBodySetFreezeTreshold as it can be also controll for the force call back
< - removed NewtonBodyGetSleepingState
< - removed NewtonBodyGetAutoFreeze
< - removed NewtonBodyGetFreezeTreshold
<
<
<
<
<
< // ********************************************************************************************************************

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shybovycha
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by JernejL » Thu Jan 07, 2010 4:34 am
I didn't know newton 2.0 still came with the old .chm documentation, that one is outdated, yes.
While tutorials on wiki are not complete, the function documentation mostly is.
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by Stucuk » Thu Jan 07, 2010 4:35 am
@Maths: The supplied units are
only for the samples in the SDK. They are not ment for you to base your applications on. They don't need to be the most perfect units in the world as they are only used in the demos.
shybovycha wrote:Wiki documentation may be up-to-date. *
This tutorial shows only incompleteness of Wiki*
I guess you have never used a wiki before. A wiki is an ever growing resource, it is NEVER complete. Unlike normal documention which is "completed" and then never updated again, a wiki is always growing when people add stuff to it. As Julio is doing this for Free and in his spare time, he can't do everything at once (Work on the Physics Engine and make all the tutorials). I also assume he hasn't written the Player Controller tutorial as he is still working on the Player Controller its self.
Btw there is no doc folder in the actual SDK. That goes all the way back to NewtonSDK_Beta_17 (Earlyest copy of newton i have) which is before 2.0 was released. This is with the Windows version anyway.
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by 3dmacuser » Thu Jan 07, 2010 11:32 pm
Julio, thanks for this great physics engine, the new destructible objects videos look fantastic, and I can't wait to use the library.
I'm developing on a Mac, and I'm curious to know when you'll be able to compile another Mac SDK. I'll be using Newton with OgreNewt, and the latest version of that requires Newton 2.10. However, the latest Mac SDK to download that I see is 2.08
Thanks again for your hard work on this, and I look forward to trying it!
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by Julio Jerez » Fri Jan 08, 2010 9:30 am
yes the Mac build is behind and it does not have that option yet, I will do it this weekend.
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by 3dmacuser » Sat Jan 09, 2010 1:01 am
Thank you, looking forward to it!
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by Julio Jerez » Wed Feb 03, 2010 12:50 pm
Finally got WxWidget working correctly in But Linux 32 and 64
This is a Kickoff build to introduce the new Face of the Newton SDK, it uses WxWidgets and the Collada befomes the File Format of the Newton SDK.
Still a lot of work to do in but ends plus need to add all the demos to the viewer but this is an important mile stone.
It also brings the SDK to the same level of the windows version.
Now I will bring the Mac Build to teh same level as teh Linux before proceding with more feature in SDK.
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by kallaspriit » Sat Feb 13, 2010 7:44 am
There is no 2.17 for Windows?
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by Julio Jerez » Sat Feb 13, 2010 9:33 am
I am adding few more controls to the window build. I will try to put it is this weekend with the Mac build as well
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by grassgames » Tue Feb 16, 2010 10:40 am
Yes a new Mac build would be great ...
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by Julio Jerez » Tue Feb 16, 2010 12:16 pm
I know, I knwo it is in teh way.
I will try to get ot this week,
as the project become bigger my weekend time is no sufficent to cover everythong I want to cover.
But if everthing is fine the build will be in this week.
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by shybovycha » Mon Mar 08, 2010 6:18 pm
Greetings.
I have 2 things for you to say (mostly - to Julio Jerez):
1. Correct new links on the "Downloads" page (it proposes to download 2.13 version; 2.18 avaliable)
2. I would not pose, but here is my first article on your Wiki:
Irrlicht Engine with Newton (triangle meshes tutorial)
*Edit: Oh, I'm sorry! Forgot to ask you to install code highlighting plugin for the Wiki...
Thanks =)
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by Julio Jerez » Mon Mar 08, 2010 6:22 pm
upps my mistake, it should be 2.18
fixed now.
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