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 » Wed Aug 26, 2009 1:42 pm

Ha cool that you are using the player controller. :mrgreen: :mrgreen:

I still have to add few more states to the state machine tah controllit.
It neets Jumps and crouch.
Plus I aslo need to fix few dificults places when it still jitter when colliding with hard corners.

For now can you use it like it is until I added those feature in the next version?

wit teh next version it iwll be even better am more coplete
Please if you can report here the things you would like to see in teh controller for the next Beta
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 inzar » Thu Aug 27, 2009 4:18 am

Thanks Julio.
Of course, I can wait next beta. (I hope not too late :) )

In addition, I can give some suggestions if possible.
Player can climb on all dynamic models like step. (if height of model is smaller maxStairStepFactor)
But I don't want that for some models. Some models only be able to push
in fact, I used steps for only static models. Other models should be only for pushing.
inzar
 
Posts: 2
Joined: Wed Aug 26, 2009 11:29 am

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Thu Aug 27, 2009 9:28 am

yes, there is a callback that is called to tell the joint of a body should push or teop upon.

I have it comemnted out still by I will enable it next Beta.
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 winstrol » Thu Aug 27, 2009 7:55 pm

can someone answer to my last question about wheel pitch steering and puting torque to them?

thx in advance
User avatar
winstrol
 
Posts: 30
Joined: Fri Jul 24, 2009 9:57 pm

Re: Newton 2.0x Archemedia Open Beta

Postby armokal » Sat Aug 29, 2009 6:05 pm

sphere to sphere collision and sphere to cylinder collision seems problematic in 2.08
In 2.00, it was fine.
I didn't try the other ones.
armokal
 
Posts: 22
Joined: Fri Oct 27, 2006 10:03 pm
Location: Canada

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sat Aug 29, 2009 6:48 pm

if sphere cylinder is wrong then all other collision are also wrong, only sphere/sphere sphere/polygon are special in Netwon everything else goes trough the same code.

what is the problem?
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 armokal » Sat Aug 29, 2009 9:51 pm

Sorry, I made a mistake there. It is 2.00 that there is something strange with sphere and cylinder and sphere to sphere. With 2.08, the objects just fell through the floor.
armokal
 
Posts: 22
Joined: Fri Oct 27, 2006 10:03 pm
Location: Canada

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sun Aug 30, 2009 4:37 am

so 2.00 is wrong and 2.08 is even worse, is that what you are saying?
for what I know I beleive spheres and cylinders collision had being working correctly in all version of the engine since it was released, and that has not changed.

I will need to see a video or a test to verify that.
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 winstrol » Sun Aug 30, 2009 7:43 am

can someone answer to my last question about wheel pitch steering and puting torque to them??
User avatar
winstrol
 
Posts: 30
Joined: Fri Jul 24, 2009 9:57 pm

Re: Newton 2.0x Archemedia Open Beta

Postby armokal » Sun Aug 30, 2009 1:23 pm

Julio Jerez wrote:so 2.00 is wrong and 2.08 is even worse, is that what you are saying?
for what I know I beleive spheres and cylinders collision had being working correctly in all version of the engine since it was released, and that has not changed.

I will need to see a video or a test to verify that.


Yes
http://www.youtube.com/watch?v=SvYsLHujh9Q
http://www.youtube.com/watch?v=MZlRUSA74Fk

But your demoes work ok so there must be some difference.
armokal
 
Posts: 22
Joined: Fri Oct 27, 2006 10:03 pm
Location: Canada

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sun Aug 30, 2009 2:07 pm

I do not really undertand the secund video but my guess is that the terrain mesh is upside down.
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 » Sun Aug 30, 2009 2:09 pm

winstrol wrote:can someone answer to my last question about wheel pitch steering and puting torque to them??


I am bussie in a feature, I cannot debug anything until i get the SDK back to work.
As soon as I get thsi stable I will check you prblem (I need few days to get this going)
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 winstrol » Sun Aug 30, 2009 3:45 pm

Thank you for your answer, but now more important for me is not my problem (bug what I told you before), but that (last) question:

you mean wheel turn to go left and right,
or wheel speeing to move forward.
you can apply a toque to the wheel, or you can even set teh angular velocity of the tire by hand and the tire will spin and move the car body apropiately.
Basically that is what the tire torque does. bu you cna jst spin youself. I do not think I ad tah functionality yet but it does work

:) yes, I mean turn to go left and right :), exactly how can I steer car to the left and right:
1> angle of wheels
2> and also how can I change the direction of car move (now I put torque to whole car, is this good way?)

But put torque to the wheels as well, now I am pushing whole car, because I thought BodySetForceAndTorqueCallback can be used only to the NewtonBodies
Can I use it to wheels in RaycastCar ? Can u show me how?

Can you answer me?
User avatar
winstrol
 
Posts: 30
Joined: Fri Jul 24, 2009 9:57 pm

Re: Newton 2.0x Archemedia Open Beta

Postby armokal » Sun Aug 30, 2009 7:32 pm

It is the same map, same situation, but different newton.dll. The second one is with 2.08
I fell all the way to the bottom (the rock is me). The other spheres that have fallen are lower than me for some reason, maybe 100 units lower than me.
Is there a way to debug this to make sure I am not sending wrong values to Newton? Maybe it can make a log file telling me what is wrong.
armokal
 
Posts: 22
Joined: Fri Oct 27, 2006 10:03 pm
Location: Canada

Re: Newton 2.0x Archemedia Open Beta

Postby Julio Jerez » Sun Aug 30, 2009 8:02 pm

can you send me a test demo?
I would like to see what is causing that, because do not remember changing the sphere code.
The change I made was a compiler switch, but I do not think that will make the spheres fail like you say.
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 3 guests