A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Sun Jun 24, 2012 9:30 am
I do not undestand, were are you getting 2^125 so fat I know there is nothing in the visuble univese that can have a 2^128 combinatorial interation.
you are talking larger than astronomical figures. Some is wrong with that figure you are asuming that maybe each valeu in aset can interat with other value by that is never the case.
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Julio Jerez
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by PJani » Sun Jun 24, 2012 9:44 am
REMOVED text
Last edited by
PJani on Mon Jun 25, 2012 1:42 pm, edited 2 times in total.
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PJani
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by Julio Jerez » Sun Jun 24, 2012 10:24 am
I am confused, what it is that you are doing?
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by PJani » Sun Jun 24, 2012 10:25 am
REMOVED text
Last edited by
PJani on Mon Jun 25, 2012 1:42 pm, edited 2 times in total.
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PJani
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by Julio Jerez » Sun Jun 24, 2012 10:33 am
static collsion is a base class internally, there are tree subcaless that derive form it:
collsiontree (done), higpmap (done), used collsion (not ready yet)
I will add that demo sometime today.
and I will make with a flat plane, so that is simpel and you can use it for you game.
if your data is so neetlly organized, they maybe you are right the user collsion is the best solution.
they you do not even have to make a collsion you can generated it on demand, like the highfield collision does.
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by PJani » Sun Jun 24, 2012 10:54 am
I have seen your usermesh collision is bounded with min and max...
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NewtonCreateUserMeshCollision(world,vec_min,vec_max, this, &_usermeshCollideCallback, &_usermeshRayHitCallback, &_usermeshDestroyCallback, &_usermeshGetCollisionInfo, &_usermeshGetFacesInAABB, 0);
is possible to make this inf collision so i don't need to create new body(so i conserve memory and lower de/alloc calls) every time there is need for loading a chunk!? And when newton makes AABB query i would generate coresponding chunk/s and cache vertexes indexes into memory.
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PJani
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by Julio Jerez » Sun Jun 24, 2012 11:00 am
I believ you are no underthadin hwo the funtion works.
Min and Max is for passing the face that inteset the box.
wait for the flat palne demo demo so that you can use it.
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by PJani » Sun Jun 24, 2012 7:28 pm
Hmm you mean its __out or __in parameter? because i am little confused what you mean by face of box(AABB?)
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PJani
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by Julio Jerez » Sun Jun 24, 2012 7:31 pm
I am going to add the user plane and use terrain, you can use those to make your game. Let me bring what I am doing to a stable point.
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by PJani » Mon Jun 25, 2012 1:46 pm
Okie, let me know when you update demos

tnx!
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PJani
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by PJani » Fri Jun 29, 2012 9:27 am
Any news on usermesh?
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PJani
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by Julio Jerez » Fri Jun 29, 2012 9:31 am
the weekend
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by PJani » Sat Jun 30, 2012 2:11 pm
I have just one more question does UserMesh work or not? Because i was playing later this morning with it and it doesn't call collide callback.
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PJani
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by PJani » Sun Jul 01, 2012 7:31 am
Hmm i was thinking and would it be possible to have pointer array(each pointer pointing to one vertex) instead of index array and therefore vertex array can be removed, and data doesn't need to be stored in one vertex array, but in smaller buckets/batches. therefore there would be no need for copying together chunks of vertex arrays into one vertex array. And then i only need to update vertex pointers...atributes and face count arrays. And there is one BIG I MEAN VERY big plus i dont need to recalculate offsets for indexes, just concat precalculated vertex pointers into bigger array and send it to the engine! And that should be fast as lightning.

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PJani
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by Julio Jerez » Sun Jul 01, 2012 7:51 am
PJani wrote:I have just one more question does UserMesh work or not? Because i was playing later this morning with it and it doesn't call collide callback.
No. that is why I could not complet the demo last week. I see if I can completed today.
The user mesh is just a subclass of the mesh collision, must the work is done it is just thet I have not converetd to be instance base.
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