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Re: Newton 2 wrapper [Re: VeT] #324046
05/19/10 09:42
05/19/10 09:42
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
great thanks

Re: Newton 2 wrapper [Re: Felixsg] #324055
05/19/10 11:18
05/19/10 11:18
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
OH YEAR grin



GReets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Newton 2 wrapper [Re: Rackscha] #324076
05/19/10 13:18
05/19/10 13:18
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl
wats the next thing you are going to insert?

i hope ragdol


"empty"
Re: Newton 2 wrapper [Re: flits] #341710
09/19/10 16:15
09/19/10 16:15
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
Does anyone know where to download a manual for the wrapper? confused
The links (first page) are dead.

Re: Newton 2 wrapper [Re: Timothy] #341762
09/20/10 01:54
09/20/10 01:54
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline
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garv3  Offline
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G

Joined: Jan 2005
Posts: 605
Deutschland, NRW
I agree! A manual would be great!!!


GameStudio Version: A7 Pro v7.86
Re: Newton 2 wrapper [Re: garv3] #341775
09/20/10 10:24
09/20/10 10:24
Joined: Jul 2007
Posts: 959
nl
F
flits Offline
User
flits  Offline
User
F

Joined: Jul 2007
Posts: 959
nl


"empty"
Re: Newton 2 wrapper [Re: flits] #341777
09/20/10 11:12
09/20/10 11:12
Joined: Jan 2005
Posts: 605
Deutschland, NRW
G
garv3 Offline
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garv3  Offline
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G

Joined: Jan 2005
Posts: 605
Deutschland, NRW
Well, I need a step by step introduction how to integrate newton to my project. I tried it on my own but always get a "EMPTY PROTOTYPE CALLED IN NEWTON_ADDENTITY" error!


GameStudio Version: A7 Pro v7.86
Re: Newton 2 wrapper [Re: garv3] #341782
09/20/10 13:37
09/20/10 13:37
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
I also have problems integrating the wrapper into my project.

I included:
NewtonMain.c
NewtonAPI.c
NewtonJointLibraryMain.c
NewtonJointLibraryAPI.c
matrix.c
newton_materials.c
newton_main.c
newton_debug.c

Also I defined "NewtonWorld* nworld;"
like in the examples and loaded the "Newton.dll" and
the "JointLibrary.dll".
I don't get errors so far but I don't know how to start or use Newton. What am I supposed to do?

Re: Newton 2 wrapper [Re: Timothy] #341803
09/20/10 18:17
09/20/10 18:17
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Code:
#include <d3d9.h>

/* Newton includes */
#define PRAGMA_PATH "newton"
#define PRAGMA_PLUGIN "newton.dll"

/* 
   1 meter = 32 quants
*/
float QUANTTOMETER = 0.03125;
float METERTOQUANT = 32;




#include "NewtonMain2.18.c"
#include "NewtonAPI2.18.c"

NewtonWorld* nworld = NULL;

#include "matrix.c"
#include "newton_materials.c"
#include "newton_main.c"
#include "newton_debug.c"



...is what I do. I copied the whole wrapper to a "Newton" subfolder and moved the newton.dll to my plugin dir.

Use newton_start() and newton_stop() to create and destroy the Newton world.
Each frame newton_update() has to be called.
Use newton_addentity() (check wrapper examples) to add dynamic entities to the physics world.
Static Entities can be added to the level geometry by setting flag8 in WED, level blocks are added automatically.

Removing dynamic entities has to be done via Newton command (don't know it right now). ent_remove() will be performed automatically afterwards.

Re: Newton 2 wrapper [Re: FBL] #341897
09/21/10 14:36
09/21/10 14:36
Joined: Apr 2007
Posts: 141
Germany
Timothy Offline
Member
Timothy  Offline
Member

Joined: Apr 2007
Posts: 141
Germany
Thank you very much, now it works but only using the
NewtonMain.c
NewtonAPI.c
(NewtonMain2.18.c and NewtonAPI2.18.c
= error message)

There is still one big problem:
The newton objects fall down but they ignore level blocks and
objects with flag8 like they are passable.
What can I do? frown

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