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Re: Newton work with 3DGS 6.40.5? [Re: Mondivirtuali] #101964
02/22/07 03:33
02/22/07 03:33
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
lol - yeah, I can put something together, but not tonight. I'll host the Newton Car demo, reworked to be compatible with A6.50.*

If you have a request for a different demo, please let me know, as the only reason I'm doin the car one is because it is the most popular use of Newton...


xXxGuitar511
- Programmer
Re: Newton work with 3DGS 6.40.5? [Re: xXxGuitar511] #101965
02/22/07 11:43
02/22/07 11:43
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
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Mondivirtuali  Offline
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Joined: Oct 2005
Posts: 528
Italy
Thanks
I am thinking about this demo

Newton General Tech 3DGS demo.
Physics integrated into Gamestudio 5/6

* Complex collision Hinge joint and ball constraints with friction
* General Coulomb friction

http://www.newtondynamics.com/downloads/NGDdemo.zip

that does contain some good features for FPS game

Re: Newton work with 3DGS 6.40.5? [Re: Mondivirtuali] #101966
02/23/07 22:54
02/23/07 22:54
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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ok, I know which one. I'll do that....

Alright, time to get started...


xXxGuitar511
- Programmer
Re: Newton work with 3DGS 6.40.5? [Re: xXxGuitar511] #101967
02/24/07 03:04
02/24/07 03:04
Joined: Oct 2005
Posts: 528
Italy
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Mondivirtuali Offline
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Mondivirtuali  Offline
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Joined: Oct 2005
Posts: 528
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Well, I can't wait..

Re: Newton work with 3DGS 6.40.5? [Re: Mondivirtuali] #101968
02/25/07 02:36
02/25/07 02:36
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
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Sorry for the delay, I'm currently writing a script for the player. It actually uses Newton for it's movement, so your players body can interact with the objects. The original doesn't use newton, and you pass right through the objects.

It's almost working, I'm just testing...

The hardest part about making the player is keeping it's balance... lol. Newton uses a "absolute" method of storing vectors, but I need to use "relative" vectors, so the conversions are a pain-in-the-ass...


ADD: The jumping code is pissing me off... Newton doesn't work with the time_step variable too well. It currently jumps at (very) different heights depending on time_step. Also, with the way the players movement is done, if you are standing on a cart for example, the cart will roll instead of you walking over it. So things that easily move get dragged with you (like a skateboard).

Last edited by xXxGuitar511; 02/25/07 03:49.

xXxGuitar511
- Programmer
Re: Newton work with 3DGS 6.40.5? [Re: xXxGuitar511] #101969
02/26/07 04:28
02/26/07 04:28
Joined: Mar 2006
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States


xXxGuitar511
- Programmer
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