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Re: Newton 2 wrapper
[Re: EnjoMitch]
#272909
06/20/09 13:19
06/20/09 13:19
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Joined: Apr 2009
Posts: 14 Poland, Germany
EnjoMitch
Newbie
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Newbie
Joined: Apr 2009
Posts: 14
Poland, Germany
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I've just received information from Dave Gravel at Newton forum, that the blocking on edges problem with rolling objects has been solved in version 2.02. Yeeehow! on the other hand play with parameter of NewtonUpdate(), for example try NewtonUpdate(nworld, time_step / 64); Then, to achieve the same velocity impression, I'd have to multiply it by 4 ( 64 / 16 = 4 ), Because inaccuracies in physics engines are higher if the velocities are higher, the effect then would be exactly the same
Last edited by EnjoMitch; 06/20/09 14:13. Reason: grammar
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Re: Newton 2 wrapper
[Re: EnjoMitch]
#272928
06/20/09 15:16
06/20/09 15:16
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Joined: Aug 2004
Posts: 1,345 Kyiv, Ukraine
VeT
OP
Serious User
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OP
Serious User
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
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List of updates: v.20 - tested with Windows 7, build 7100 - newton_addstaticcollisiongeometry is updated for using with GameStudio A7.77 and later - [!!!] at least added level geometry, now Newton can work with BLOCKS... demo with blocks is in the first level, map1.c - Newton is updated to Newton 2.02 - JointLibrary is updated to Newton 2.02 - sky added - multibody car started
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Re: Newton 2 wrapper
[Re: VeT]
#273058
06/21/09 08:05
06/21/09 08:05
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
User
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User
Joined: Dec 2008
Posts: 528
Wagga, Australia
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what I mean is that they don't stay up at all. as soon as they hit the floor they shoot around randomly. Would having Physx acceleration on effect this? (i know it shouldn't) because i use nvidia physx in a lot of my games that i play...
Last edited by the_mehmaster; 06/21/09 08:07.
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