A place to discuss everything related to Newton Dynamics.
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by FSA » Fri Jan 25, 2013 9:00 am
When my Cube connected to NULL with a hinge joint (no limits) and the cube moves it goes through the player with noch collision.
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FSA
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by Julio Jerez » Fri Jan 25, 2013 9:16 am
Ha thsi si not teh hinge problem is that the playe does no collide with dynamics bodies
I have not work on that yest, I will do after I fix a problem with contact point shape id.
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Julio Jerez
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by FSA » Fri Jan 25, 2013 9:21 am
Cool. Tank you. Post when your done

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FSA
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by FSA » Sat Jan 26, 2013 5:25 pm
I'm sorry I have another problem. I've update Newton via SVN. When the player body collides with an roundly object the physic update took about 120 milli seconds
Before it was abput 1 maximum 2. Anything wrong?
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FSA
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by Julio Jerez » Sat Jan 26, 2013 9:10 pm
what is round object?
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Julio Jerez
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by FSA » Sun Jan 27, 2013 6:01 am
A ball, sphere, cylinder. Things with many polygons.
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by FSA » Sun Jan 27, 2013 7:01 am
Little Update: Newton need so long to update when the player slides on objects(like Wall, banister(the thing by stairs)).
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FSA
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by Julio Jerez » Sun Jan 27, 2013 9:00 am
can you post and image of the object tha provok eteh slow down?
also when yo usay before is was 1 or 2, when was that? what that with using newton core 300
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Julio Jerez
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by FSA » Sun Jan 27, 2013 9:15 am
Yes I think it was core 302. First Image is the Graphic Object. Second image the physic collision.
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FSA
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by FSA » Sun Jan 27, 2013 9:17 am
Second picture
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by Julio Jerez » Sun Jan 27, 2013 11:35 am
Oh I see there is a pipe make of a polgonal mesh, teh plaler slow down when the he scape the surface. is that what is going on?
I am still confused, yo menstion this in late version this is slow (120 ms) but tha before was (1 ms)
can you tell me is when is was fast, you were usin the playe controyer in core 300.
This is important to determine to look for what teh teh casue of the slow down.
also can you tell me more or lesst hwo many segmen does the pipe has.
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Julio Jerez
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by FSA » Sun Jan 27, 2013 12:49 pm
Exactly. In core 300 (I had synced one month ago) the NewtonUpdate function tooks 1ms-2ms when the player collides with the pipe or when the player slides along the pipe.
Now it tooks about 120 ms to update.(with the newest version)
I dont know exactly the segments. But I can give you the serialization of the tree collision(the level inlcuding the pipe is a TreeCollision). The pipe has about 250 Vertices.
To unserialzte it use:
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// Deserialize
void _cdecl DeserializeCollision(void* serializeHandle, void* buffer, size_t size)
{
fread( buffer, size, 1, (FILE*)serializeHandle );
}
// ...
FILE* fi;
fi = fopen(sCollFile.c_str(), "rb");
PhysicCollision* coll = NewtonCreateCollisionFromSerialization( nWorld, (NewtonDeserializeCallback)DeserializeCollision, fi);
fclose(fi);
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FloorCollision.zip
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by Julio Jerez » Sun Jan 27, 2013 12:54 pm
you say a month ago.
do you think you can tell me what version what the last one that the payer took 1 ms.
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Julio Jerez
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by FSA » Sun Jan 27, 2013 12:56 pm
I dont now that. But i have the old debug an release dlls. Can you figure out from them wich version it was?
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FSA
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by FSA » Sun Jan 27, 2013 1:08 pm
Ah now I get the version. I have compile everything with old lib's and NewtonWorldGetVersion return 302.
When i compile everything with new version NewtonWorldGetVersion returns 303.
With 302 the Update on collide took 1-2 ms.
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FSA
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