When I first started working with physics I also used Newton.
I got a copy of the Newton source code and at first fixed some of the bugs.
I then proceeded to make it easier to use on the DBPro side.
Then I upgraded the code to use a newer version of Newton, because it had an object fracture algorithm but found it had bugs.
The author of Newton stopped fixing bugs and began a total rewrite of Newton, so I moved on.
When I started using Bullet I found it much faster than Newton and more stable in its final release.
I have designed my bullet wrapper to be a lot easier to use than Newton.
Bullet Physics had a fracture algorithm, but could only fracture a box or convex hull.
I wanted to be able to fracture a complex object (both concave and convex), so I found a solution by creating
a CSG algorithm which keeps all the uv and normals intact. The exciting news is now that the convex hull decomposition is
working so well to create the collision shapes I should be able to also use the collision shapes for Occlusion.
Yes, OCCLUSION. It is already built into DirectX and all you need is the occlusion shapes for your objects.
The way it would work is you just flag your object to be an occluder or an occludee. I will get back to coding
so I can get a version released all the sooner for everyone to try.
WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.