A place to discuss everything related to Newton Dynamics.
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by Julio Jerez » Sun Aug 31, 2014 11:44 pm
I see, I will verify it Is working with height field. Height field and collision trees are treated the same way by the low lever collision system.
can you check that is work on collision trees.
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Julio Jerez
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by pHySiQuE » Mon Sep 01, 2014 12:20 am
All our BSP level stuff gets turned into collision trees, and those are working perfectly.
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pHySiQuE
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by Julio Jerez » Wed Sep 03, 2014 11:13 am
Ok I will take a look and see what is wrong.
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Julio Jerez
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by Julio Jerez » Fri Sep 05, 2014 2:32 pm
Ok I have that bug fixed now.
Hey I remember you once asked for the status of the vehicle.
I have a working version now, and If I may say, I believe this is by far the most advanced and realistic vehicle simulation of any real time physics engine
I have two model, one a high performance Lamborghini super car, and the other a Military transport, late I will add a formula one race car.
The parameters for the engine, gear box are taken form the data * table I found on the internet, so that are in the ball park realistic.
other parameter I made up.
The cool thing is that all behavior that are characteristics of vehicles emergent from the simulation. the Vehicle power slide, drift, tail spin, and do all the thing a rear car do.
I am very happy with how is turning out.
I still have some teaks here and there, but for the most part is all functional, ckeck it out.
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Julio Jerez
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by pHySiQuE » Fri Sep 05, 2014 3:00 pm
Thanks. Julio is the man!

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by pHySiQuE » Fri Sep 05, 2014 4:20 pm
Something funny is going on. For some reason m_objBody is always NULL.
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pHySiQuE
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by Julio Jerez » Fri Sep 05, 2014 4:50 pm
where are you getting that?
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Julio Jerez
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by pHySiQuE » Fri Sep 05, 2014 4:50 pm
in void dgCollisionHeightField::GetCollidingFaces(), data.m_objBody is always NULL.
If I add this at line 381 of dgCollisionMesh.cpp the problem goes away and it works fine:
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data.m_objBody = (dgBody*)referenceBody;
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pHySiQuE
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by Julio Jerez » Fri Sep 05, 2014 5:00 pm
Oh my mistake, I have set to NULL right before the call to the constructor
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proxy.m_continueCollision = true;
proxy.m_skinThickness = dgFloat32 (0.0f);
proxy.m_floatingBody = NULL;
//this is a bug
// proxy.m_referenceBody = NULL;
proxy.m_referenceBody = referenceBody;
proxy.m_referenceCollision = &tmpCastingInstance;
proxy.m_floatingCollision = (dgCollisionInstance*)referenceCollision;
// dgPolygonMeshDesc data (proxy, referenceCollision->GetUserData());
dgPolygonMeshDesc data (proxy, NULL);
It is fixed now. Sync again
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Julio Jerez
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by pHySiQuE » Fri Sep 05, 2014 5:16 pm
Great! I've got silky smooth collision on terrain now. My users will love this.
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