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Work in Progress / Newton Wrapper ver1.3 **PREVIEW**

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FoxBlitzz
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Posted: 29th Nov 2004 02:29 Edited at: 29th Nov 2004 02:29
Hmm... the vehicle demo felt real odd. At times I felt as if the vehicle was controlling itself. When I made a turn for more than half a second, it strangely started steering itself more than it should. It also seemed to move forward when I didn't want it to.

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Juso
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Posted: 29th Nov 2004 02:41
The car demo (demo06) gives illegal page fault but the rest work very very fine.
IanG
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Posted: 29th Nov 2004 04:01
Quote: "we'd end up with a board full of stickies"

now thats a good idea

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
Mr Underhill
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Posted: 29th Nov 2004 05:39
Quote: "Quote: "we'd end up with a board full of stickies"
now thats a good idea"


rofl

Quote: "A kilobyte is 1024 bytes, not 1028.
I mean.... not.. that i.... new that already.... i figured... maybe... CRUD! IM A NERD! -Ion Stream"

I feel your pain, man. Wait...pain?!
hmm
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Posted: 29th Nov 2004 07:19
yeah, loved the demos, and very excited about the vehicles, though i too found them to spin uncontrolably. Though i assume this is something that'll be easily modified with material propertied like friction?

coincidence? how about pure cosmic convergence!
walaber
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Posted: 29th Nov 2004 10:33
the car demo is very imcomplete... there are LOTS of factors that can be adjusted to make the car handle however you like.

I'm not sure why it crashes on some systems... after release those sho have crashes can try and recompile it themselves, maybe we can find the problem.

update
this morning I had about an hour to work on the project, so I continued working on the Rigid Body Designer. it's actually almost ready now, and it supports Convex Hulls along with the other primitives. I still need to add the Save/Load routines, but I have already worked out the file format, so it should be pretty straightforward.

I'm REALLY, REALLY busy with work right now (I'm only been home 2 nights in the last 5 days), so I apologize, but the release is gonna take a little more time. It'll be worth it though, I promise

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
aristid
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Posted: 30th Nov 2004 03:00
oh. my. god.

I cant wait to connect my wheel and drive this beautiful thing with analog controls!
the car is extremely driftable!!

looking very much forward to the release,
congratulations!
Chris K
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Location: Lake Hylia
Posted: 30th Nov 2004 03:07
When this wrapper comes out I'm going to make a Land Rover terrain demo and sell it to them for a million pounds.

That would be awesome, just imagine some beautiful DBPro terrains and some beautiful Newton physics.
IanG
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Posted: 30th Nov 2004 03:09
Quote: "just imagine some beautiful DBPro terrains and some beautiful Newton physics"

already am

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
Mr Underhill
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Posted: 30th Nov 2004 03:10
Heh, I can imagine an ARPG with Newton Physics. You cast a Petrify spell on some random orc and then topple it over another orc for a domino-effect. It's gonna be fun!

Quote: "A kilobyte is 1024 bytes, not 1028.
I mean.... not.. that i.... new that already.... i figured... maybe... CRUD! IM A NERD! -Ion Stream"

I feel your pain, man. Wait...pain?!
Chenak
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Location: United Kingdom
Posted: 30th Nov 2004 10:28
the vehicle demo worked fine for me, all i can say is wow very very awesome, it felt like driving in gta4, minus graphics and sounds of course, cant wait till the release!
The Samurai
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Posted: 30th Nov 2004 11:31
Quote: "WHOA! this looks really good. I like the vehice demo, it so "halo-ly" lol. Cant wait! "


Halo-ly like is the first thing i though when i saw the vehicel demo....TOOOOOTTTTTALLLLLYYYY AAAAWWWWEEEESOOOOOOMMMMMMEEE!!!!!

Celsius Zero
IanG
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Posted: 1st Dec 2004 00:48
a small question walaber - is there any way to tell if the wheels are spining (ie wheel spin)

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
Hamish McHaggis
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Posted: 1st Dec 2004 03:42
Mmmmm, may need to change the FPS collision over to Newton . I presume you could use meshes for collision too, or would that bring the frame rate down significantly?

Isn't it? Wasn't it? Marvellous!
Tartopom
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Posted: 1st Dec 2004 04:07
Hello,

@Walaber

What about Newton and the Dark Sdk? Have you planned to make a Dark Sdk version ?
Physics coder
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Posted: 1st Dec 2004 05:29
Quote: " I presume you could use meshes for collision too, or would that bring the frame rate down significantly?"


Yeah I've used .x and .3ds models and they've collided correctly. As for slowdown, it's worked with almost no slowdown with a 1000+ polygon model. (on a pc running XP, P4 2.8ghz, 512mb ram, 64mb video card)

So it can handle fps games very well; not to mention the cool ragdoll physics.

-----------------------------------
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Hamish McHaggis
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Posted: 1st Dec 2004 05:52
Quote: "What about Newton and the Dark Sdk? Have you planned to make a Dark Sdk version ? "


Can't you just use Newton directly with C++?

Isn't it? Wasn't it? Marvellous!
Zappo
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Posted: 1st Dec 2004 06:55
Very VERY impressive.
Am I correct in thinking that the only license restraint on releasing software is to mention that the Newton DLL is from 'Newton Game Dynamics'?
walaber
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Posted: 1st Dec 2004 08:41
yep. you *should* credit Newton Dame Dynamics somewhere in the game, and they ask that you let them know about your projects. so if you plan on releasing your game (even freeware) to the general public, you should let them know about it!

about dark SDK- yuo can just use Newton natively, and believe me that's exciting, because it allow you to customize a LOT of stuff that the wrapper simply can't do. it's more complicated than the wrapper of course, but has a lot more possibilities as well. anyone who gives it a try, feel free to ask me any questions, I am now very familiar with the entire Newton library.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
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Posted: 1st Dec 2004 10:39
update

currently uploading a new version of the demos, [url=http://walaber.com/misc/NDB_NEW.rar[/url]same download link[/url].

I'm still working on the wrapper... and VERY busy with work so please be patient. with this new demo you can check out the buoyancy + collision/material demos.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
tiresius
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Posted: 1st Dec 2004 13:07
I just have to say that this Newton engine is the coolest thing I've seen, programming-wise, since I was introduced to DBPro itself.

Buoyancy... the objects actually WOBBLE realistically on top of the water. I mean, they are literally floating and react to the waterline differently depending on their shape. Just seeing this makes me want to find some reason to put buoyancy in my current project!!

I don't know if buoyancy also has a friction equivalent, but can you imagine modelling different style ships for a pirate game, and just dropping them in the water and letting the physics engine determine how fast they can move/turn based on their shape and size????
Dot Merix
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Posted: 1st Dec 2004 13:24
Walaber, you never cease to amaze me.



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walaber
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Posted: 1st Dec 2004 14:01
I would like to say again that i did not write this physics engine. I simply made a wrapper DLL so people with DBPro can use it. sure, there is *some* skill in making the wrapper, but nothing compared to Newton itself!!

if all goes according to plan, I should have this weekend off from work... in which case, you can all expect a release next week!

about buoyancy
Quote: "I don't know if buoyancy also has a friction equivalent, but can you imagine modelling different style ships for a pirate game, and just dropping them in the water and letting the physics engine determine how fast they can move/turn based on their shape and size????"


yes you can. the current buoyancy features seem to react well based on object shape, but the author has promised to improve the bouyancy system, with a more detailed model. with the new model, you will be able to put a rudder on an object, and by dragging it through the water, the boat will turn properly, etc!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
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Posted: 1st Dec 2004 22:36
just as a side note... anyone interested in Newton and C/C++ should look at the new DarkSDK just released... using it, you can bypass my wrapper altogether, and use Newton directly.

after releasing the wrapper, and doing some other things, I'll try to make some simple demos with DarkSDK + Newton, to show how it can be used. there are a lot of really cool features that become available when you use Newton directly, instead of going through the wrapper.

speaking of the wrapper, things are looking on track for a release next week. I wrote another demo today, so it's very close now.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
jwurmz
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Posted: 1st Dec 2004 23:47
boi-oi-oi-oi-oing. my newton boner is ever-increasing in size.

walaber: i seem to have trouble with a function in the current wrapper. if i load a DirectX mesh, then scale it, and make tree collision from it, it doesn't appear to retain the scaled vertex data, but instead uses the data as if i'd never scaled it. i suppose (as a work around) i could scale it, make a memblock from it, turn it back into an object, and then make collision data from it... hmmm.

is this a bug? or just an ID10t error on my part?

"Creativity is knowing how to hide your sources" - Einstein
Iain
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Posted: 1st Dec 2004 23:57
Quote: "boi-oi-oi-oi-oing. my newton boner is ever-increasing in size."


That gave me a disturbing image in my mind, lol
Ron Erickson
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Posted: 2nd Dec 2004 00:20
Quote: "if i load a DirectX mesh, then scale it, and make tree collision from it, it doesn't appear to retain the scaled vertex data, but instead uses the data as if i'd never scaled it."


Scaling does NOT effect vertex data. Scaling is applied to the uderlying bone.

EZrotate!
Tokamak Physics Wrapper!
jwurmz
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Posted: 2nd Dec 2004 01:01
WOLF: ah, i see. so i guess the workaround won't work either . any suggestions? (besides scaling meshes outside of DBPro, then loading them inside of DBPro)

walaber: what about you? any suggestions?

"Creativity is knowing how to hide your sources" - Einstein
chilledoutjohn
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Posted: 2nd Dec 2004 01:20
Waoh awsome vids i havent got DBPro myself but maybe this will persuade me, looking ace!
Cliff 3degs network
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Posted: 2nd Dec 2004 01:44
looks cool as always walaber.

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Hamish McHaggis
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Posted: 2nd Dec 2004 05:03
Quote: "Waoh awsome vids i havent got DBPro myself but maybe this will persuade me, looking ace"


You can download the demos themselves too, without needing DBPro.

Isn't it? Wasn't it? Marvellous!
walaber
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Posted: 2nd Dec 2004 23:32
UPDATE

was able to go home for a few hours today before coming back to work... I got in a little work on the wrapper.

I started the ragdoll demo finally, using the new Newton ragdolls, which can have any primitive for a bone, instead of just boxes like before... this makes lots of cool things possible... the demo will be a VERY SIMPLE example, to show how ragdolls are setup in code, nothing too fancy.

I almost have the docs finished as well. if I have this weekend off like i am planning, I should be able to release sometime next week no problem!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
IanG
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Posted: 3rd Dec 2004 00:25
glad to here it is coming along nicely

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
dj chainz
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Posted: 3rd Dec 2004 06:10
woohoo! keep up da good work!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
zircher
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Posted: 3rd Dec 2004 12:38
Quote: "yep. you *should* credit Newton Dame Dynamics somewhere in the game, and they ask that you let them know about your projects. so if you plan on releasing your game (even freeware) to the general public, you should let them know about it!"


That reminds me, I guess I should mention something on the Newton forum about Ice Snake.
--
TAZ

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dark coder
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Posted: 4th Dec 2004 00:09
my next very ambitios project is planned to evolve around the newton physics which will be a huge bonus, cant wit till its released so i can implement it straight away


Peter H
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Posted: 4th Dec 2004 03:05
yeah i'll be wanting to use the pyhsics soon also

though i may be using DarkSDK...then i could just bypass the wrapper

"We make the worst games in the universe."

IanG
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Posted: 4th Dec 2004 06:31
isnt it somewhere in the license that you have to credit newton for the dynamics in splash screens and help etc

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
Chris K
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Posted: 4th Dec 2004 06:36
Where did you read that?
the_winch
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Posted: 4th Dec 2004 08:26
http://www.newtondynamics.com/SDKLicense.html

Quote: "this is not a quote"
Physics coder
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Posted: 4th Dec 2004 11:53 Edited at: 4th Dec 2004 12:00
Quote: "3) The LICENSEE agrees to credit the use of the Newton Game Dynamics in any program information, including splash screens, "About" dialogs, program notes or instructions and shrink-wrapped packaging."

There is an OR, so that means at least one of the options listed. Like: any program information or including splash screens or "About" dialogs or program notes OR (instructions and shrink-wrapped packaging).
So mentioning www.newtondynamics.com in the credits and/or a readme file would be fine I suppose.

EDIT: unless the "or" means: any program information and including splash screens and "About" dialogs and (program notes OR instructions) and shrink-wrapped packaging...

-----------------------------------
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A.K.A "The Uber Computer"
walaber
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Posted: 4th Dec 2004 15:15
it's been released. check the Program Announcements board!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Maleck
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Posted: 5th Dec 2004 08:42
COOL!

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