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  • This source was successfully built and runned with '''Vim''', '''Irrlicht 1.7.2''' and '''Newton 2.35''', under '''Ubuntu 12.04'''. # Download ''irrlicht-1.7.2.zip''
    27 KB (3,475 words) - 08:02, 10 June 2019
  • NewtonBodySetMassMatrix(body, 0.05f, 1, 1, 1); for (int i = 0; i < vertexCount-1; i++) {
    22 KB (2,730 words) - 08:02, 10 June 2019
  • g_verts.push_back( D3DXVECTOR3(v[0],v[1],v[2]) ); amin.y = desc->m_boxP0[1]-0.01f;
    22 KB (2,562 words) - 08:02, 10 June 2019
  • ...al is intended to explain how to setup a simple project using Ogre version 1.0.0, to work with the Newton Game Dynamics physics SDK, currently version 1.31.
    20 KB (3,038 words) - 08:02, 10 June 2019
  • return 1; ...(material, appMaterial->m_staticFriction, appMaterial->m_kineticFriction, 1);
    17 KB (2,302 words) - 08:02, 10 June 2019
  • size.m_w = 1.0f; origin.m_w = 1.0f;
    17 KB (2,616 words) - 08:02, 10 June 2019
  • EnableLimits (smillyFrownyHinge, 1); EnableLimits (smillyFrownyHinge, 1);
    15 KB (2,262 words) - 08:02, 10 June 2019
  • #define MAX_PHYSICS_LOOPS 1 NewtonSetSolverModel (g_world, 1);
    15 KB (2,159 words) - 08:02, 10 June 2019
  • for (int i = 0; i < PYRAMID_BASE + 1; i ++) { _ASSERTE (param < 1.0f);
    12 KB (1,820 words) - 08:02, 10 June 2019
  • vArray[j*3+1] = Pos[j].Y; NewtonTreeCollisionEndBuild(nCollision_, 1);
    11 KB (1,224 words) - 08:02, 10 June 2019
  • ...phic API. We do the same for the second point except now we set z value to 1 for the far clipping plane.
    10 KB (1,804 words) - 08:02, 10 June 2019
  • ...tion can mark edge 2, 3 as: 1, 2 | 0x80000000, 3 | 0x80000000 for triangle 1 and 3 | 0x80000000, 2 | 0x80000000, 4 for the second triangle. these featur
    9 KB (1,280 words) - 08:02, 10 June 2019
  • ...s pointing upwards. Therefore set the “up�? axis for the camera to 0,0,1 meaning its z-axis points upwards. ...the same geometrical characteristics). Since the reference count is set to 1 when you create the collision object, and then incremented each time you co
    9 KB (1,337 words) - 08:02, 10 June 2019
  • // Calculate normalised mouse position [0..1] ...Calculate hit global and local position (info.mDistance is in the range [0,1])
    9 KB (848 words) - 08:02, 10 June 2019
  • ...tation of Newton 1.5.3 Tutorial 2 - Using Callbacks. It uses Irrlicht 1.3.1 for the graphics engine. #define IRRTONEWTON 1.0f/NEWTONTOIRR;
    9 KB (1,114 words) - 08:02, 10 June 2019
  • ...er to create a small application with cubes and spheres. (made with Newton 1.53) ...ation of Newton Game Dynamics is really easy. First download the SDK here [1] (http://newtondynamics.com/downloads.html). Install the SDK. You'll find t
    7 KB (1,200 words) - 08:02, 10 June 2019
  • NewtonMaterialSetDefaultCollidable (nWorld, defaultID, defaultID, 1); NewtonMaterialSetDefaultFriction (nWorld, defaultID, defaultID, 1.0f, 0.5f);
    7 KB (1,008 words) - 08:02, 10 June 2019
  • m_list = glGenLists(1); ...tonTreeCollisionAddFace(collision, count, &point[0].m_x, sizeof (dVector), 1);
    7 KB (1,107 words) - 08:02, 10 June 2019
  • ...uyancy on sphere is not working but it will be corrected with the new SDK (1.35). 1) liquidMass = liquidDensity * bodyVolume
    6 KB (986 words) - 08:02, 10 June 2019
  • ...sedConstraint(SceneManager *mgr, World *world, Body *body) : CustomJoint(1,body,NULL) addLinearRow(globalPos+Vector3(1,0,0), globalPos,Vector3(1,0,0));
    6 KB (624 words) - 08:02, 10 June 2019

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