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by shybovycha » Tue Mar 09, 2010 3:19 am
Sigh... I'm probably lookin' for troubles =)
Here is bug in CC tutorial I've found:
[movie]Pretty strange... Can it be caused by cylindrical CC shape..? Or not-high-enough wall..? Well, I'm goin' to test it in my own app =)
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shybovycha
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by Julio Jerez » Tue Mar 09, 2010 8:47 am
That is no good.
you just play teh play demo and it shoot up in the air like that?
what version is that? I made many modification afte version 2.16 are you usin 2.16?
did you made changes on your side
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by shybovycha » Tue Mar 09, 2010 12:30 pm
I tried to move through the wall and it flies away... that is
demos from wiki. I tried to create my own CC demo, but i've stopped because of study (yes, i visit university 5 days a week) =)
i'll probably publish results of my tries when something will work =)
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shybovycha
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by Julio Jerez » Wed Mar 10, 2010 10:08 am
shybovycha wrote:I tried to move through the wall and it flies away... that is
demos from wiki. I tried to create my own CC demo, but i've stopped because of study (yes, i visit university 5 days a week) =)
i'll probably publish results of my tries when something will work =)
Ha I see, the demos are old, the playe controller had being update and pulish many time since I made thos edemos.
This morning I update then to use teh newer 2.18 I also update the project files so that it always use the Newton SDK form and teh Netwon Envirnment variable NEWTON_HOME
you cna dwonload the demos sgain and try.
http://www.newtondynamics.com/downloads/NewtonTutorials.rar The secund thing is the the player controller, as it stand now do not play noce with mouse picking, I am guessing this is what you did, and it flew outside the world.
other that that is should be perfect
Thanks for thr report, it made me update teh Tutorials.
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by shybovycha » Wed Mar 10, 2010 3:51 pm
Ok. Downloaded and now I'm trying to make my CC walk... Things keep going pretty bad... =(
Oh, and once more: correct download link in your post =)
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shybovycha
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by Julio Jerez » Wed Mar 10, 2010 5:06 pm
what is getting pretty bad?
had you played the Player demo in the tutorial?
if you have not, that teh same thong you have to do,
see if it is something you can use, if you do not see that you can adapt it to what you are looking for, then not amount of work will make it works for you.
if you see that if can be adapted then check how the code set it up, it should work for you too.
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by shybovycha » Thu Mar 11, 2010 4:03 am
No, somehow it get working, but i can't make CC jump... Newton 2.18 seems using threads, and it's skipping my global variables values...
Like that:
[PSEUDO CODE]
- Code: Select all
(main cycle)
if (space_pressed)
upVelocity = 100; else
upVelocity = 0;
(applyForceAndTorqueCallback):
CustomSetVelocity(...);
NewtonBodyAddForce(CustomGetBody(0), dVector(0, upVelocity, 0)); or NewtonBodySetForce(CustomGetBody(0), dVector(0, upVelocity, 0)); or NewtonBodyAddImpulse(CustomGetBody(0), dVector(0, upVelocity, 0)); << the possibility for this code to run correctly seems to be in ~25..50% range...
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shybovycha
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by Julio Jerez » Thu Mar 11, 2010 8:38 am
if you use the default creation the thread count should be one, but you can just use the function to set the threads count to 1, and it should be fine.
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by Sascha Willems » Thu Mar 11, 2010 10:58 am
Julio, I'm using the CC in my prototype for a dungeon crawler (you can see a video of it
here) and it's working greaat and it was just a matter of seconds to get it working, but is it still not possible to add external forces to the character controller? Cause like as the case of shybovycha adding them in my program doesn't allow the CC to jump and I've read that it's not possible yet to add external forces to the CC. Is that right, and if yes are you planning to add support for adding external forces to the superb character controller?
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by Julio Jerez » Thu Mar 11, 2010 1:04 pm
Yes I beleive external forces and momeneto are cancellled each step in teh post update callback.
Basically the force are apply liek a normal rigid body, and the teh solve get teh valuse and use them to apply force to oteh badise in the scene.
Then there is the PostContrations callback that is called after the velocities are calculated
but before the positions are updates, and here all mometum no aligned with the desired direction of motion is zero out.
Those are the things I have to do to make it responsive to the player inputs, It still apply forces to other object in the scene, but it is hard to apply forces to the player.
It is too dificult to make it physicsy body and at the same time Game play responsive.
there have being litlly interest form users in using it so I have put effort only when someone needs a new funtionality.
Basically all features have to be added in case by case base in the post simulate callback by using casting,
thinks like react to forces and jumps have to be explictly added.
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by Julio Jerez » Tue Mar 16, 2010 11:37 am
Ok I finally got a stable build for all platform that compile without errors using WxWidgets
There is still a lot of work to do, but until I get a robust build I do not want to continues adding features to teh SDk or to the interface.
People using Linux need to get the libraries: glew, GTK, pcrep, boost and boost-system
there are some issue withWxWidget and Mac OS10, the same default values that work fine on PC and Linux do not seem to work on Mac,
I have a problem with real time update of the GLCanvas, and also the zbuffer rendering seems to be off, as soon as I find out the solution I will fix then.
Or even better maybe some one with more experience in WxWidget and Mac OSX can tell me the solution.
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Julio Jerez
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by nivea » Tue Mar 30, 2010 12:46 pm
The windows SDK works for the XNA ?
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nivea
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by shybovycha » Sat Apr 03, 2010 11:14 am
nivea wrote:The windows SDK works for the XNA ?
I can suppose, it works for
any renderer you wish

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shybovycha
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by collerblade » Mon Apr 05, 2010 12:36 pm
Hi Julio
Sorry for my bad english.
I like your physics system, but nowdays im a little confused. I have an older version of newton.dll & jointlibrary.dll. They are working perfectly. Except fog 1 bug. Im unable to set the offset matrix of the collisions. I can set any value, but it has no effect. I tryed it several ways, but i culdnt fix the problem. So i came here. Now i have the new (2.19) version of newton. Finaly the collision problem has been fixed by u. Thats great.. i tought...
But where are the raycast car functions ??? Im using :
DGRaycastVehicleSetVarMaxTorque
DGRaycastVehicleSetVarChassisRotationLimit
DGRaycastVehicleSetVarMaxTorqueRate
DGRaycastVehicleSetVarMaxSteerRate
DGRaycastVehicleSetVarEngineSteerDiv
DGRaycastVehicleSetVarMaxBrakeForce
DGRaycastVehicleSetVarMaxSteerAngle
DGRaycastVehicleSetCustomTireSteerAngleForce
DGRaycastVehicleSetCustomTireTorque
DGRaycastVehicleSetCustomTireBrake
DGRaycastVehicleGetSpeed
...
Thay aren't in the jointlibrary.dll. So. I have 2 questions.
First: Are theese function back soon? Why have u removed them?
Second: If they are removed not just temporary, than what can i do? How can i do a similar car?
Thx CollerbladE
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