A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Mon Nov 19, 2012 12:57 pm
oh too late, I added thsi funtion to teh engine
void NewtonBodyGetPointVelocity (const NewtonBody* const bodyPtr, const dFloat* const point, dFloat* const velocOut)
and it fail to run because of that.
sync and compile again, the load the same archive, just mak eteh release I can test teh debug DLL in the release build.
never mind I go it running, I can debug with the last archive. but now I am late for work, dot later
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Julio Jerez
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by Julio Jerez » Mon Nov 19, 2012 1:11 pm
Ok fixed, sync again
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by FSA » Mon Nov 19, 2012 1:33 pm
Yes working now! The bug with the playercontroller(dosn't collide with moving objects) is still there
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by Julio Jerez » Mon Nov 19, 2012 3:03 pm
letter123 wrote:The bug with the playercontroller(dosn't collide with moving objects) is still there
it is is should react now.
I am making an advance player controller when the player will walk on ply ground that will be animated by the AI state machine,
It will have triggers, joint, and dynamcis bodies. but thar coudl take a few days.
can I reproduce that bug with this test demo, you sent?
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by FSA » Mon Nov 19, 2012 3:36 pm
Uhm.yes. Pick an object(lmb) then look up( the object should be over you) and then release the lmb. The body falls to ground and don't stop On player capsule.
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by Julio Jerez » Mon Nov 19, 2012 3:47 pm
Oh I see, yes dynamics bodies do not react to collsion with players. I still need to solve that.
what is does now is that players react to the incomming velocity of dynamics bodies, but yes it has do do both.
That is the sugect of the advance player.
I quick and trivial solution would be to add an option to kinematic body that allowes them to act as static bodies.
that way it will be address the problem automatically.
we get this
-Kinematic body with collision ON, is like a static body
-Kinematic body with collision OFF (default) act as trigger
what do you think of that solution?
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Julio Jerez
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by FSA » Mon Nov 19, 2012 3:55 pm
Sounds good. Do you mean with like static body: if a body falls to the player the player doesn't move and the body wich is falling On the player will be reflected( like On a wall )? If so that would be perfect!
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by Julio Jerez » Mon Nov 19, 2012 4:02 pm
yes.
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by FSA » Mon Nov 19, 2012 4:15 pm
I Really must say you are very fast in solving problems
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by Neo » Tue Nov 20, 2012 2:18 am
I my computer, the sandbox run like this
Is there something wrong?
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by Julio Jerez » Tue Nov 20, 2012 8:21 am
I have no idea why will tha happens.
changing a library from dynamics to static will not casue that.
I run in the compures that I have assest to an dthey all work try chnage thsi define, in newtondemo.cpp
//#define DEFAULT_SCENE 0 // using NetwonMesh Tool
or see if it even run on a diffrent compuer, I do no knwo what tha coudl be.
In any case the newton library an dteh joint libray do no depend on teh graphic system, check ths project setting in debugDLL and use thsoe in yor project.
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Julio Jerez
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by FSA » Wed Nov 21, 2012 10:13 am
Oh I get a new Error
proxy.m_timestep <= dgFloat32 (1.0f)
I create a collision from serialized collision. Then I create 10 bodies with this collision(I use NewtonBodyGetCollision) and when my player touches the second created body the error happens. But nothing happens if i throw a body to the 2nd collision.
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by Julio Jerez » Wed Nov 21, 2012 11:21 am
where does that happens?
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by Julio Jerez » Wed Nov 21, 2012 11:23 am
Neo wrote:Sorry,I mean the 'run' button
Neo I think we found what is causes the problem, I thinh it is because the sound library is not wornking on windows XP, are you running windows XP?
I am installing XP on my old laptop to see how I can fix this bug.
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