So I've been digging through Newton for a couple of days now and about to start using it to do some basic cube collision stuff with cylinders.
My environment is:
1) Visual Studio 2010 Pro
2) OpenGL
3) Custom graphics engine (I already have routines to draw everything that I want to draw)
4) Very basic shapes .. but lots of them. Very similar to making towers and smashing them down
My engine is designed to do high speed physics (IE: small objects and/or large gravity-to-object-size ratio), which is why I chose Newton over Bullet. I found that Newton had better control over the iteration rate, and I plan to iterate multiple times per visual frame (a variable amount based on the speed of the fastest object in the world).
Interestingly, my engine also supports drawing a blurred image of the objects' path for the 16.67ms frame at 60hz. But that's a tangent of my question...
I have read through to see how the demos are working and how there is an external project for all the code in the math and scene libraries.
My question is, however, what is the minimal way to pull in the sdk? Can I simply copy the header files into a single directory, say "include\newton" or something similar and then put the libraries in "lib\newton" and set everything up to link like that, or is there a reason to pull all of the SDK source code into my project?
If I should set things up the way that the demos are set up with dependencies and keep all those files referenced in my project, is there a readme file somewhere that tells me step by step how to set up the dependencies and whatever else in Visual Studio that I need to do.
I know this is very much a Visual Studio question, but I am more of a linux type of a guy, and I don't really know everything about managing projects from Visual Studio.
I hope someone can help.