I am writing my bachelor of science degree paper using NGD to simulate vehicles made out of various bodies and joints, remember the Custom joints vehicle and weak joints thread.
I want to write a chapter on Newton Game Dynamics and it would really help if You could explain some aspects of NGD:
1. What methods are you using
- general
- solver
- collision detection
- friction
- ...
2. Why are you using the methods you are
- accuracy vs speed vs ?
- what is good and bad with these methods, what are the limits
- what would be other possible methods, why are you not using these
- how accurate is the engine at simulating real world rigid body dynamics (vs other physics engines)
- what is different about NGD and other engines (why is is better, more exact)
3. How joints work
- how are they implemented
- what are the limitations (for example maximum mass-ratio)
4. Why aren't NGD joints in current implementation stiff enough to simulate the kind of arrangement I wanted to use for my vehicle
- what could solve this problem (you mentioned Fetherstone solver)
- how does Fetherstone solver solve the problem better then currect implementation, what are the limits of using it
It helps if you use the commonly-known names of the methods used so I can find out more about these and reference them in my paper. I would also like reference this thread.
I uploaded my current progress so you can try what I have done so far. The approach is the same but I am using some unrealistic weights of the suspension components (~50kg instead of the ~5 they would really weigh) and I am stepping the physics at 300FPS using the exact solver. You can grab the file (Win32 37,5MB) here.
I really hope you can find the time and will to explain some of the inner workings of this great library
