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Re: Newton 2 wrapper
[Re: Timothy]
#342088
09/23/10 11:27
09/23/10 11:27
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Joined: Jan 2005
Posts: 605 Deutschland, NRW
garv3
User
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User
Joined: Jan 2005
Posts: 605
Deutschland, NRW
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Thank you for the answer! But if I try it this way, I get an error in "...include\windows.h" in line 6519: syntax error <RECT rcPaint;>! EDIT: Fixed this by changing order of lines... But now I get an error after starting the level: EMPTY PROTOTYPE CALLED IN NEWTON_START What I do in main() is:
//set some level preferences
//load the level
newton_start();
wait(3);
ENTITY* ball = ent_create("kugel.mdl", nullvector, NULL);
newton_addentity(ball, 75, NEWTON_SPHERE, onforceandtorque);
while(1){
newton_update();
wait(1);
}
Last edited by garv3; 09/23/10 12:19.
GameStudio Version: A7 Pro v7.86
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Re: Newton 2 wrapper
[Re: garv3]
#359059
02/15/11 13:58
02/15/11 13:58
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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newton will go open source under the zlib license in a few days. edit: http://newtondynamics.com/forum/viewtopic.php?f=9&p=45765#p45765 it already happened. i think this is a good step since julio will have more time to concentrate on the core then. others can help with stuff like mac and linux builds and so on. i wonder how all the people who prefered bullet just because it is open source will react to this.
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Re: Newton 2 wrapper
[Re: snake67]
#385580
10/20/11 12:47
10/20/11 12:47
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chris_oat
Unregistered
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chris_oat
Unregistered
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I believe last time I tried Newton, I realized that blocks and Models needed their FLAG8 set to ON.
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