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Re: [Newton] Some general questions about Newton [Re: xXxGuitar511] #124867
06/11/07 16:44
06/11/07 16:44
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zazang Offline
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zazang  Offline
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well,whats the advantage of Newton physics over the default gamestudio physics ?
sorry for the utter newbiness !


I like good 'views' because they have no 'strings' attached..
Re: [Newton] Some general questions about Newton [Re: zazang] #124868
06/11/07 17:18
06/11/07 17:18
Joined: Mar 2006
Posts: 2,503
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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3DGS physics don't need to be implemented, so their easier to use, but (IMO) Newton physics are MUCH better. However, Newton physics don't support polygon collision, 3DGS does...

Pro's and Con's


xXxGuitar511
- Programmer
Re: [Newton] Some general questions about Newton [Re: xXxGuitar511] #124869
06/12/07 16:50
06/12/07 16:50
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RedPhoenix Offline
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Not to forget that Newton works with COM while the 3DGS Physics is only really usable with PRO (at least in A6)

Re: [Newton] Some general questions about Newton [Re: RedPhoenix] #124870
07/05/07 18:51
07/05/07 18:51
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Another downside I found with Newton. Loading large levels. 3DGS already knows the level, so it doesn't take any extra time for physics. Newton has to load the map. With my majorly unfinished castle, it's still unloadable (after 20 mins i gave up). However, with a simple hollow cube and the same script attached to the level, it worked just fine.

...very dissapointed.


xXxGuitar511
- Programmer
Re: [Newton] Some general questions about Newton [Re: xXxGuitar511] #124871
07/13/07 05:49
07/13/07 05:49
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MrCode Offline
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Quote:


but (IMO) Newton physics are MUCH better.





But, aren't they really frustrating to implement (at least to physics noobs like myself )?

I'm not using Newton (I have it though), but I just wanted to clarify so that if I do use it, I'll know what I'm in for.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: [Newton] Some general questions about Newton [Re: MrCode] #124872
08/23/07 19:01
08/23/07 19:01
Joined: Aug 2007
Posts: 17
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sCKan Offline
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Another downside I found with Newton. Loading large levels. 3DGS already knows the level, so it doesn't take any extra time for physics. Newton has to load the map. With my majorly unfinished castle, it's still unloadable (after 20 mins i gave up). However, with a simple hollow cube and the same script attached to the level, it worked just fine.

...very dissapointed.


is that true?????


Web Master
Re: [Newton] Some general questions about Newton [Re: sCKan] #124873
08/24/07 03:51
08/24/07 03:51
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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So far, yes. However, I havn't tested it on any other lavels than that one. This only occurs when using block levels though. Models load rather quickly.

Newton has to convert the block shapes into its own format for reading, which is compiled into the class file (*.cls)


xXxGuitar511
- Programmer
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