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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 mobile
    22 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 effici
    22 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 this
    17 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 by
    17 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 i
    9 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 difference
    7 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 it
    5 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 it
    4 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 primitiveA
    4 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 behavi
    3 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

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