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Program Announcements / Newton Game Dynamics WRAPPER v1.32

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Narf The Mouse
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Posted: 5th May 2005 08:52 Edited at: 5th May 2005 08:53
Hello? Nobody knows? Nobody's tried my compile?

I've got an example video and an example compile, the code is the demo02 that comes with the program. You can't want more than that...

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
ALPHA ZERO PRODUCTIONS
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Posted: 12th May 2005 12:13
when will the newest version of the ragdoll designer be released ?

Kjelle69
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Posted: 13th May 2005 00:00
There is a new character system in Newton Game Dynamics under construction which will replace the current ragdoll system, and be MUCH more full-featured.

Read more @ newtondynamics.com

-==The tame birds yearn, the wild ones dare to fly.==-
http://Mtec.hostname.nu
hai_ok
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Posted: 21st May 2005 12:30
the flicker goes away if you take the sync out of the do loop.
But when I compile the fps example, two things happen.

1. The camera/player appear to be attracted toward the wall(the one with the door in it).

2. Shooting the wall makes the engine lag for about half a second before the decal shows up (where the bullet hit).

I love Newton.
Please help!

You are the cattle,
I am the catalyst.
Narf The Mouse
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Posted: 23rd May 2005 20:17 Edited at: 23rd May 2005 20:17
Ok, thanks. I guess newton has a sync command in it. But why do the demo codes have sync commands in them, then?

Now, there's just the problem of the demo code creating objects really slowly when I compile it.

(And the text box disapears while it's creating them)

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
hai_ok
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Posted: 23rd May 2005 22:50
I can't get several of the newton examples to run when I've compiled them.

What was newton written and compiled in?

I wonder if there are dependancy issues? I can run the downloadable demos, but I can't run the ones I compile myself. Which suggests that it isn't dependancies at all. any clues?

You are the cattle,
I am the catalyst.
Hawkeye
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Posted: 24th May 2005 02:22
You need to copy+paste Newton.dll into each project folder so:

Quote: "demos/demo05 (fps example)/newton.dll"


walaber
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Posted: 24th May 2005 04:44
hai_ok - in the past several users have experienced problems with Newton like you mentioned - flashing, slow behavior, etc. most of these problems were caused by one of the following:

* win98 not liking dbpro + newton
* not having the latest version of the dbpro IDE
* not having the latest version of the newton wrapper
* using an old newton.dll with a newer wrapper, or vise-versa.

Go Go Gadget DBPRO!

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dark coder
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Posted: 24th May 2005 07:58
hey i have 1 slight problem, for my fps game im using convex hulls for most of my objects since they save alot of time but when i load up 1 table the collision mesh appears to be fine and same if i load a second one, but if i load up a 3rd then the 2nd table collision mesh distorts, this is the same if i load up other models ie, tabl,bottle,bottle. im not sure if its just the table model that gives this problem but it seems strange that it can make a collision mesh for 2 tables and mess 1 up.

heres a pic to show whats happening




Mnemonix
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Posted: 24th May 2005 22:06
Hi there,

I have an interesting requirement, I have a box object which is setup as a rigid body etc. and it reacts to physics correctly. Is it possible to set it up so that the rigid body will not rotate on a particular axis, namely the y axis if possible, as this is quite essential to my game.

Try out the controller:-
http://controller.logicstudios.net
Kjelle69
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Posted: 24th May 2005 22:37
About the convex hull trouble. Yes, some types of convex hulls make the wrapper go crazy, I have tried to find the reason for this, but so far I have not found the problem, If possible stick to bodies that works. Look in the Demo07 bouyancy test and try to spawn only hulls and you will see the effect of certain types of bodies.

To Mnemonix, have you tried to use the upvector joint, that keeps the body from rotating around chosen axis. There are other ways to solve this too with other joint types. A hard way would be to follow the rotation (differential angle) of the body and put it back each newtonupdate in a hard reposition of angle solution.

-==The tame birds yearn, the wild ones dare to fly.==-
http://Mtec.hostname.nu
Mnemonix
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Posted: 24th May 2005 22:53
Ok, thanks that worked .

I have another problem, is it possible to set it so that my blocks cant push other blocks of the same kind. This is quite important for my game.

Thanks for your time.

Try out the controller:-
http://controller.logicstudios.net
Narf The Mouse
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Posted: 25th May 2005 05:28
I updated the editor - It's now working perfectly. YAAY!!!!

Thanks, Walaber!

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Narf The Mouse
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Posted: 25th May 2005 09:43 Edited at: 25th May 2005 14:57
New post to make sure it gets read - Suggestion, not a problem.

I don't know if Newton checks to see if objects are close enough to collide before it checks for collision, but if not, could you either add it to the dll or simply adding a NDB_SetBodyCollision Body, On/Off and a GetBodyCollision command would allow us to add such a routine.

I don't know how hard that would be. Just asking.

Also, the 'NDB_NewtonBodySetFreezeTreshold' command is misspelled and lists brackets in the help files when no brackets are needed.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Kjelle69
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Posted: 27th May 2005 07:18 Edited at: 27th May 2005 07:19
To Narf:

Define materials, you can see in the demos how they are used, then this command is your solution:


NDB_NewtonMaterialSetDefaultCollidable
syntax: NDB_NewtonMaterialSetDefaultCollidable mat1, mat2, state
mat1 index of first material (integer)
mat2 index of second material (integer)
state state for this pair. 1 = collidable, 0 non-collidable

returns: nothing
Comments: Use this command to set collision for a pair of materials.
NDB_NewtonMaterialSetDefaultCollidable Metal, Char, 0 sets materials "Metal" and "Char" to NOT collide with each other by default.
NDB_NewtonMaterialSetDefaultCollidable Plastic, Wood, 1 sets materials "plastic" and "wood" to collide by default.

-==The tame birds yearn, the wild ones dare to fly.==-
http://Mtec.hostname.nu
dark coder
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Posted: 27th May 2005 20:19
hey, i have a small problem i use this function to load my objects and set them up for collision and all sorts but i never figured out howto position the object itself heres my function.




dark coder
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Posted: 28th May 2005 00:34
woo after ages of testing i think i figured it out




Hawkeye
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Posted: 28th May 2005 04:04
Urrgh... having some weird rotation problems here:

Quote: "player_yangle = object angle y( NDB_Getdbpro(player) )"


The return value never goes above 90! The help files say that newton automatic repositions/rotates the dbp object to match the newton collider, but the yrotation seems to be screwed up. I tried to get the newton collider rotation instead, but I couldn't figure out how to do it.

Any help would be appreciated

Narf The Mouse
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Posted: 28th May 2005 13:32
Thanks.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
QuothTheRaven
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Posted: 28th May 2005 17:06
The Newton page on the website is down?

QuothTheRaven
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Posted: 5th Jun 2005 16:11
...hello?

Lost in Thought
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Posted: 5th Jun 2005 19:55
Quote: "The Newton page on the website is down? "
Works here.

Quote: "...hello?"
... Hello

QuothTheRaven
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Posted: 6th Jun 2005 09:55
No it doesnt. It doesn't work for me in IE or Opera. When I click on the "Newton" link in the update section it gives a 404 error.
Quote: "The page cannot be found
The page you are looking for might have been removed, had its name changed, or is temporarily unavailable."


Lost in Thought
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Posted: 6th Jun 2005 11:55 Edited at: 6th Jun 2005 11:56
Everything seems to be working here can you post the link that is not working. I am using IE.

[edit] NM all of the links at the bottom point to the old site. Click the physics link at the top.

http://walaber.com/newton.htm

David R
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Posted: 12th Jun 2005 01:43
Haven't really been with the conversation, but has anyone else had problems with advanced terrain? The advanced terrain demo crashes, and cannot apply collision to the terrain (crashing at 'col = NDB_NewtonCreateTreeCollision( 1, 1 )')

Anybody?

[url=www.lightningstudios.co.uk][/url]
walaber
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Posted: 12th Jun 2005 14:00
this issue has been on the wrapper forum for a while now. the problem comes from that the wrapper internally turns a mesh into a memblock to get the vertex data to pass to Newton. however DBPro has a limit on memblock size, and the terrain objects are really big so it crashes. however, with the new commands that let you access vertex data directly, yuo can write your own command to turn any object into a TreeCollision.

use the "manual" method by calling CreateTreeCollision() with no parameters, and then call the AddPoly() command for each face in the object, using the infor you get from the new vertex commands. the info on the necessary Newton commands are in the documentation.

in fact, a user posted a working example on the wrapper forum (on my webpage) if yu want to take a look.

Go Go Gadget DBPRO!

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dark coder
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Posted: 13th Jun 2005 07:51
hey i have 2 questions i hope there possible,

anyways i plan to make a 3d space game soon in which you will be able to walk around the deck of a ship aswell as fly it around space, so if i were to walk around the deck of the ship first i would load up my ship model and then use this code



which would position my ship and rotate it, but it would remain stationery but in my game the ship will most likely be orbiting a planet or flying somewhere so im not sure if i can update the objects position and rotation in realtime.

my second question is if its possible to place gravity masses ie planets around the place so objects get pulled towards them,

hope i explained it clearly


ALPHA ZERO PRODUCTIONS
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Posted: 22nd Jun 2005 14:44
where is the ragdoll designer ?

ALPHA ZERO PRODUCTIONS
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Posted: 27th Jun 2005 03:13 Edited at: 27th Jun 2005 03:13
why does it always take a long time for people to respond to my questions ?

cdborrego
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Posted: 27th Jun 2005 03:49
Hi there !!! I hope you can solve my problem:

I have a problem trying to run the Cool FPS demo;
When I run the program the compiler says "parameter mismach in command 'NDB_BodySetGravity' at line 167 (NDB_BodySetGravity Door, 0)".

I have the "NDB.dll" in the plugins-user folder
I have the "Newton.dll" in the proyect folder

Why is that?

Thanks for the help.
Mattman
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Posted: 28th Jun 2005 08:54
Just wondering before I bother trying to get it all set up because I had issues last time, could I use this to get realistic dice rolling effects (bouncing up and down + turning, then eventually stopping on one edge?)

Matt

Word.
Hawkeye
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Posted: 28th Jun 2005 23:54
Probally Set up your dice and give it an random impulse, that should set it to rolling nicely.


Benjamin says: fecking twat of a program [msn7]
Meh blog
Mr Underhill
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Posted: 30th Jun 2005 02:34 Edited at: 2nd Jul 2005 00:26
Until the advanced terrain problem is fixed again, I'll be using v1.30a, since it works with advanced terrain on my computer. If it's okay with Kjelle and Walaber, I can post the .rar file for the old version for anyone else who needs it.

Good work, Kjelle! I'm glad someone is still working on this excellent wrapper.

Thanks,
Underhill

I pity the fool who thinks 1337 is cool!

Dgamer
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Posted: 2nd Jul 2005 10:05
Quote: " Hi there !!! I hope you can solve my problem:

I have a problem trying to run the Cool FPS demo;
When I run the program the compiler says "parameter mismach in command 'NDB_BodySetGravity' at line 167 (NDB_BodySetGravity Door, 0)".

I have the "NDB.dll" in the plugins-user folder
I have the "Newton.dll" in the proyect folder

Why is that?

Thanks for the help."


I get the same error...

This sig has been dullified!
cdborrego
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Posted: 5th Jul 2005 06:22
Hey !!!

I downloaded the Newton SDK again (the last one) and the Wrapper (the last version too) and when I run the FPS Demo runs ok.

I suggest you to do the same.

See ya.

Biops 2 "Relentless Hope"
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wh1sp3r
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Posted: 5th Jul 2005 21:19
FPS demo works on my pc..

PS: Real programmers aren't afraid of math!.

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cdborrego
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Posted: 19th Jul 2005 08:28
Hi there !!!

I have one question:
How can I make a newton box to follow me?

Thanks.

Biops 2 "Relentless Hope"
24.059% Demo Completed
Hamish McHaggis
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Posted: 31st Jul 2005 17:12
Hi Kjelle.

Would it be possible to add in a function to retrieve joint positions and rotations in world space? At the moment in my level editor, you can place them, but once they are placed there is no way of knowing where they are, except for maybe storing the initial offset and rotation from the child body, and transforming it in real time using some sort of 3D maths, but that all seems rather complicated to just find the position and rotation of the joints. Cheers.

More tea Vicar?
ALPHA ZERO PRODUCTIONS
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Posted: 1st Aug 2005 17:20
Hello, Does anyone know how to turn on ragdols for a model?

Uncle Sam
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Posted: 2nd Aug 2005 00:53
Does Newton work for DBC?

--------------
Uncle Sam
IanG
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Posted: 2nd Aug 2005 01:13
the wrapper wont as it relies on some dbpro internal functions, but you could use dbc, the call dll command and the netwon sdk - though i woudnt try it if i were you

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
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walaber
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Posted: 2nd Aug 2005 03:45
yeah... you won't get too far because of the callback nature of the Newton API...

Go Go Gadget DBPRO!

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ALPHA ZERO PRODUCTIONS
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Posted: 2nd Aug 2005 04:12
why do people always skip my questions ?


here i go again

Hello, Does anyone know how to turn on ragdols for a model?

Could you also post the code please ?

Thank you.

ALPHA ZERO PRODUCTIONS
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Posted: 2nd Aug 2005 15:44
Hello ?

IanG
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Posted: 2nd Aug 2005 20:36
lol

I don't know but have a look in the demos and documentation

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
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Hamish McHaggis
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Posted: 2nd Aug 2005 21:09
The documentation and demos should be enough to figure it out Alpha. You can't expect people to hold your hand through everything, some things require effort (or more specific questions ), you've been around these forums long enough to have figured that out.

More tea Vicar?
ALPHA ZERO PRODUCTIONS
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Posted: 4th Aug 2005 18:56
the advanced ragdoll example is not working, It works but not the ragdoll......only the body is conected but not the arms and legs.

jwurmz
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Posted: 4th Aug 2005 20:11
it works for me. try and download the very latest version of the wrapper and make sure you install it properly.

"Creativity is knowing how to hide your sources" - Einstein
walaber
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Posted: 4th Aug 2005 20:33
also try the NewtonRagdollOn command

seriously, a ragdoll is pretty complicated. obviously it's possible, as I've done it in several examples, posted tutorials explaining all of the little details, and even released programs to make it simpler. Kjelle has done the same as well with his numerous demos. it does take a bit of effort though.

Go Go Gadget DBPRO!

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ALPHA ZERO PRODUCTIONS
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Posted: 5th Aug 2005 06:36 Edited at: 5th Aug 2005 06:40
that command doesnt exist

[edit]

Is there something wrong with this code ?



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