i'm currently in the process of experimenting newton with batterytech http://www.batterypoweredgames.com/batterytech
It's an abstraction framework for win32,ios,android,macosx, and currently i've tested newton only on a win32 project. It abstracts file paths, some os api, and GL functions to address a subset of GLES in order to code a game for iphone/android and at the same time for Desktop. It uses mingw, but i feel like it does not follow _MINGW_32_VER (i dont know why)
I had, without too much pain (look at wiki, i had to patch core\dgThreads.cpp and generally simd), been able to include Newton in my gamecode.
Here's my problem (and the workaround i found, it's self-explanatory)
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// without this test, i had a crash (only in release...), after having to move the creation of the newtonWorld elsewhere than with my first test
if ( context->tickDelta > 1 ) {
//TODO test Newton
// here we tick the simulation
NewtonUpdate(world->newtonWorld, context->tickDelta);
}
So, what could happen, knowing that it DOES NOT happen in DEBUG mode ?? Threading or memory locking problem ? and yeah, it's 1, with 0 it's still crashing
OK, you may have a problem to help me with so less informations, so here's a bit more : wiki part i contributed http://newtondynamics.com/wiki/index.ph ... 0_Tutorial
Concerning Newton, it works great (currently i have both bullet and newton, showing balls falling at the same speed from the same origin, so that's the only problem)
Ok, if you have a suggestion also concerning my integration of newton, dont hesitate
