05/25/2006 Newton SDK 1.53 for Linux, MAC and Windows is now available.

01/01/2006 Newton SDK 1.5 for Windows and MAC is now available.

05/16/2005 Newton SDK 1.32 for Linux is available for download.

03/04/2005 Newton SDK 1.32 for MAC is available for download.

01/08/2005 Newton SDK 1.31 is available for download.
This patch includes:
  • Added full support for custom joints. These joints allow the application to have more control over joint functionality than the fixed set provided by the engine.
  • A complete library of user defined joints. You can use this library as templates to implement different types of joints.
  • Enhancement of the Coulomb kinetic friction. Now the Coulomb kinetic friction is isotropic by default.
  • Supports for two different friction models: the exact in which friction calculations are performed in every time step (this is the default,) and the adaptive which provides up to a 10% speed up in contact calculation depending on the number of contacts. This last model is good for simulations where the number of resting contacts is sustained a lot longer than one simulation frame, but it behaves as a frictionless engine in simulations dominated by impulsive collisions.
  • Accuracy vs. speed solver configuration. Now the solver can be configured by the application using three different modes: exact, adaptive and linear. The exact mode is good for application where precision is more important than speed (this is the default.) In the adaptive mode the solver is not as precise but the simulation will still maintain a high degree of accuracy. This mode is good for applications were a good degree of stability is important but not as important as speed. In linear mode the application tells Newton the maximum number of passes to execute and it will terminate regardless of the constraint row acceleration error at the end of these passes.
11/22/2004 Newton SDK 1.30 now available.
The new SDK includes:
  • Vehicle container
    Specialized functions for easy implementation of vehicles of all kinds (normal cars, tracked vehicles, and more.)
  • Ragdoll enhanchements
    Ragdolls now can take all offered collision primitives for their bones instead of just boxes.
  • Character controller
    Can be used to give the physics engine control over your character (for example in a first-person-shooter), instead of letting you do all the calculations.
  • Raycast functions
    Raycasting works with all collision primitives, and the uses of it are almost limitless.
  • Improve collision system
    Advanced collision system with a rich assortment of implicit primitives plus general convex hulls. The collision system is accessible as a separated module from the dynamics. In addition, all collision primitives can be distorted via a matrix.
  • Heightfield collision
    Implementation of a user defined collision mesh with raycast and intersection query;  all with source code included. The collision mesh is a height map mesh commonly used on many outdoor game environments. This can be used as a model for the application to implement its own collision queries, based on the application owns data structures, without any significant memory overhead.
  • And much more...

04/20/2004 Newton SDK beta 1.2 is available for download.
General purpose SDK includes:
  • HTML file documenting every function in detail.
  • Four tutorial demos to help with the integration. Each demo increases in the order of complexity.
  • Sphere, boxes, collection of spheres and boxes, general polygonal mesh (for background collision) and user define collision mesh.
  • Full coulomb friction model and general contact manipulation by the application.
  • General material for custom contact iteration and feedback between colliding pairs.
  • Full interface to rigid body manipulation.
  • Automatic Scene management.
  • Ball Joints.
  • More joints (constraints) with ability to be motorized.
  • Support for rag-doll control and creation.
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