Bird wrote:Ok, I was expecting Kinematic bodies to act like Static bodies that could be moved manually during the course of the simulation like they are in PhysX and Bullet.
Would not that be a distintion without a difference?
The concept of a kinematic body in Newton is this:
It is body that operates strictly on the collision phase engine, the can collect contact and all of the other functionality the collision system has to offer buy they do not interact physically with other bodies (kinematic, static or dynamics)
However the functionality you are looking for is also supported by the engine by using the scene collision.
Te Scene collision is a static compound collision, you can make one as add nodes that can be collidable and non collidable and you can move the around at will.
Bird wrote: If you can find the time, it would be helpful if you could finish the KinematicBodies demo, so we could learn more about how to use them.
Yes I have to do that I will finish that when I complete the Mac project. It is almost completed now, al the libraries compile, but I have no set the path in cxcode yet. I am guessing that in tow more day I will upload the new build with Mac CoCoa project for OSX 10.8
I finally switch back to wxWidget, in the new version 2.9.4 they actually fix all of the nonsence they had to make a build on version 2.8.xx
The I will complete the Kenematic demo, yes.