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- Welcome to the [http://newtondynamics.com Newton Game Dynamics] WIKI. ...r simply fill in some useful information that you wish to share with other newton users.3 KB (416 words) - 08:36, 8 February 2020
- Here is my first article about Irrlicht and Newton. Please, don't be too strict while reading and discussing it... == Newton 2.35 ==27 KB (3,475 words) - 08:02, 10 June 2019
- This tutorial is for building Newton with [http://www.batterypoweredgames.com/batterytech BatteryTech], a mobile This tutorial is for building Newton with [http://www.batterypoweredgames.com/batterytech BatteryTech], a mobile22 KB (2,730 words) - 08:02, 10 June 2019
- Newton has efficient built-in collision tree support. My tests have shown, however ...it's ~200kb), waste of memory could be justified with high performance of Newton's builtin raycasting. Of course specialized raycasting could be more effici22 KB (2,562 words) - 08:02, 10 June 2019
- Using Ogre with the Newton Game Dynamics physics SDK with the Newton Game Dynamics physics SDK, currently version 1.31.20 KB (3,038 words) - 08:02, 10 June 2019
- The Newton Engine do not provide Native support for treating Sub Material behaviors in Now when this object collides with the level mesh, there are 3 x 3 possible pairs of shapes IDs that can come in contact, you can see how this17 KB (2,302 words) - 08:02, 10 June 2019
- This function is called by the Newton engine every time the position and orientation of a rigid body changes. One thing worth mention is that in the Newton engine forces and torques are applied to the center of mass of the body by17 KB (2,616 words) - 08:02, 10 June 2019
- There is an C++ example "SoftPixel Engine: Newton integration" you can download here: In the example we only have one global ''Newton'' member:11 KB (1,224 words) - 08:02, 10 June 2019
- Newton supports a large variety of different collision primitives and you can even There is not upper limit as to how many vertex the application can pass to Newton to make a hull shape, however for performance and memory usage concern it i9 KB (1,280 words) - 08:02, 10 June 2019
- ...version can be read here : [http://bakura.developpez.com/tutoriel/physique/newton/ ] ...in order to create a small application with cubes and spheres. (made with Newton 1.53)7 KB (1,200 words) - 08:02, 10 June 2019
- ...d with collision primitives is not practical nor it is efficient. For that Newton provides two special kinds of collision primitives: User defined collision Open the project Tutorial 3 Using Collision Tree A. Find the function InitScene() the only difference7 KB (1,107 words) - 08:02, 10 June 2019
- * const NewtonWorld *newtonWorld - pointer to the Newton world. * There is no upper limit as to how many vertices the application can pass to Newton to make a hull shape, however for performance and memory usage concerns it5 KB (851 words) - 08:02, 10 June 2019
- for (int j = 0; j < ent->m_subMeshes[i].m_indexCount; j += 3 ) { dVector face[3];5 KB (773 words) - 08:02, 10 June 2019
- = Newton Tutorials = == Newton 2.0 ==5 KB (625 words) - 08:02, 10 June 2019
- 3. Get Newton Game Dynamics ** there is a "Newton 2 BETA" link at the top, this may change in the future, but you'll find it4 KB (683 words) - 08:02, 10 June 2019
- ...ever a [[NewtonCreateUserMeshCollision|User Mesh collision]] is checked by newton when the shape potentially collides with another object (a object's AABB ov face array { 4, 3, 4, …..}4 KB (587 words) - 08:49, 3 October 2019
- * const NewtonWorld *newtonWorld - is the pointer to the Newton world. * const dFloat *velocA - pointer to and array of a least 3 times maxSize floats containing the linear velocity of collision primitiveA4 KB (504 words) - 08:02, 10 June 2019
- * const NewtonWorld *newtonWorld - is the pointer to the Newton world. * When the AABB extend of the collision geometry of two bodies overlap, Newton collision system retrieves the material interaction that defines the behavi3 KB (477 words) - 08:02, 10 June 2019
- * const NewtonWorld *newtonWorld - is the pointer to the Newton world. ...ideCallback]] collideCallback - pointer to an event function for providing Newton with the polygon inside a given box region.3 KB (408 words) - 09:47, 3 October 2019
- The barebone code of integrating Newton with Irrlicht , roughly resembles #include "newton.h"3 KB (354 words) - 08:02, 10 June 2019