I am developing a soccer game based on ragdoll made with custom joints.
To now i used Newton2 and exact solver, then i have updated to Newton3.
Because in Newton3 exact solver is not ready yet, i am trying with iterative solver.
I have obtained nearly two times performance but poor precision.
Now i want to try the technique at the base of CustomArticulatedTransformManager.
I use C interface of Newton.h
This is how i intend to proceed:
1) call NewtonUpdate ( not use transform callback )
2) phase bottom up: calculate relative velocity, angular velocity and local position and orientation of child body respect to parent
3) phase bottom up: let custom joint corrects those values canceling errors
4) phase top down: beginning from the principal body calculate global velocity, angular velocity and matrix of child body using corrected local values
5) for each body call NewtonBodySetVelocity()
6) for each body call NewtonBodySetOmega()
7) for each body call NewtonBodySetMatrix()
Is this the correct way to proceed?