Newton project build

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Newton project build

Postby Slick » Fri Aug 16, 2013 2:51 pm

I was building Newton using the build solution.

I think the debug and release dll builds for newton have the wrong runtime library under C++ code generation. Shouldn't they be Multi thread debug dll and not Multi thread debug. The same for release.
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Re: Newton project build

Postby Slick » Fri Aug 16, 2013 2:56 pm

Also I think dNewtonArticulatedTransformManager.cpp is missing from source.
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Re: Newton project build

Postby Julio Jerez » Fri Aug 16, 2013 3:38 pm

dNewtonArticulatedTransformManager.cpp

yes I renamed to dNewtonArticulationManager.h and dNewtonArticulationManager.cpp

Now only do the post processing of set of joint that are set as a hierarchical structural, (contraction of joints with not loops like vehicle, ragdolls, joint joints, but does not calculate the local transform of bodies.
Ten the calculation of local matrices is done automatically but just attaching a body as a child of another body.
Try to sync to latest code so that you can see, it is very cool.
The one problem that I have is that ogre, is no thread safe so crating and object form another thread cause to go into an infinite loop. I look like Ogre dispatch some background thread, but with out a safe way to do that it makes it impossible to integrate with other mutthread library.
For example a loop like kthais
Code: Select all
bool test = true;
   while(!m_exitApplication)
   {
      // Pump window messages for nice behavior
      Ogre::WindowEventUtilities::messagePump();

      if(mWindow->isClosed()) {
         break;
      }

// this will make Ogre go in ans infinet loop at random
If (test){
mSceneMgr->getRootSceneNode()->createChildSceneNode("_OgreNewton_Debugger_Node_"), m_physicsWorld
test = false
}
      // Render a frame
      if(!mRoot->renderOneFrame()) {
         break;
      }
   }


I find that, and huge overlook, for and engien that is suppors to be so popular. thsi is making almost impoble to integrate a muthreded engine with Ogre.
righ now if you play any demo there run fine, untiol you start shooting objets, it will eventually randomlly go into an infinit loop in some Ogre render thread.
Julio Jerez
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Re: Newton project build

Postby Julio Jerez » Fri Aug 16, 2013 3:42 pm

Slick wrote:I was building Newton using the build solution.

I think the debug and release dll builds for newton have the wrong runtime library under C++ code generation. Shouldn't they be Multi thread debug dll and not Multi thread debug. The same for release.


ther are two configuration Multi thread debug dll and Multi thread dll.
you can just do bacht build, and it will build then all, or you can change project configuration and build each then one at at time.

I see if I can compleet the CMake this weekend so that we can get over the project configuration nightmare.
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Re: Newton project build

Postby Slick » Fri Aug 16, 2013 4:02 pm

There is a boost version of Ogre in this thread. http://www.ogre3d.org/forums/viewtopic.php?f=4&t=69274

I'm not sure that it is thread safe but it is worth looking at.
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Location: LA last and France now


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