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Dark GDK / integrating a physics sdk to darkgdk

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Kira
16
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Joined: 25th Jan 2008
Location:
Posted: 14th Feb 2008 08:02
hi there folks!

im currently having some problems about my game about its physics. im currently using newton right now and while i was browsing the sdk/bin folder of it, i saw that newton could very be much like darkgdk... only more complex. question is, how do i integrate an object that i have loaded using darkgdk codes to work with the codes of newton?
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 14th Feb 2008 14:46
Try looking here:

http://forum.thegamecreators.com/?m=forum_view&t=122431&b=22

Your mod has been erased by a signature
Kira
16
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Joined: 25th Jan 2008
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Posted: 14th Feb 2008 16:16
@cellbloc studios

whoa, what a thread! cucumber was nice to me when i asked around earlier but what happened there? hehehe

anyway, got the example 1 working for GDK? IMHO, the thread just turned out to be a flame thread only saved it by some who are interested in helping the guy.
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Feb 2008 19:12
MY Gosh that thread got out of hand! LOL

Did you ever get Physics going? Newton? Is DarkPhysics a possibility for you?

CuCuMBeR
21
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Joined: 11th Jan 2003
Location: Turkey
Posted: 28th Feb 2008 20:17 Edited at: 28th Feb 2008 20:19
honest advice:

except my thread that got filled with poo by some idiots, there are other threads that are asking if anyone has ever managed to integrate any physics package into darkgdk.

Most of them has answers like,
Quote: "yeah sure i did that ill post the example in a few days"
...etc.

but no code comes after then.

So briefly noone has ever managed to integrate any physics package into darkgdk yet. if someone says so and tells you that he/she will post the example in a few days, just dont expect that will ever happen.

all you will get is irrelevant posts that will advice you to buy darkphysics package which sucks by the way. (no offense Jason)

There is always one more imbecile than you counted on.
Sephnroth
22
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 28th Feb 2008 20:27
I have fully intergrated newton with darkgdk. the problem is a complete newtonian engine can be a) big and b) game specific. My newtonian class is 1,400+ lines and probably not much use to anyone else because its specific for my game - i've kinda tweaked values like gravity etc because i have an arcade style game that doesnt want COMPLETELY releastic phsyics.

However, what the hell, you can have the source code. Its more of my engine than I would ever like to give away, but just this once, on the off chance it helps someone or at least prooves im not talking BS, you can have it.

This code is dodgey though because back when i wrote it a few years ago (yeah, that long) i couldnt decide wether to use MAP containers or VECTORS so.. i used them both and used variable to switch hahaha xD So im rewriting this whole thing over time now so, no harm to share.

header file:



and now the cpp:



yeah... gl with that its a mess xD

jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Feb 2008 20:33
@CuCumBer - No Offense Taken

@Sephnroth - WOW LOL!

@CuCumber - You glad I posted in this old thread today? LOL

CuCuMBeR
21
Years of Service
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Joined: 11th Jan 2003
Location: Turkey
Posted: 28th Feb 2008 21:24
Jason p Sage: You glad i finally convinced someone to post something worthy?

Thank you very much for sharing sephnroth, i was aware of your newton project from the newton forums.

There is always one more imbecile than you counted on.
david w
18
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Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 28th Feb 2008 21:31
Just go with Ageia PhysX its easy to get it to work.
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Feb 2008 21:59
@CuCumBer - Yes I'm glad CuCumBer

@David W - Now if you could show us how to integrate it with DarkGDK ... so we get the Dynamic Mesh actually working - THAT would be Stellar!

david w
18
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Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 28th Feb 2008 22:09
@jason you already have my source code.


LOL, you can do it. I have faith in you.
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Feb 2008 22:11
Hmmm.... Yes.... but I don't know .... ugh.... guess I should try before saying I can't get the DarkGDK meshes into Ageia huh? LOL

Kira
16
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Joined: 25th Jan 2008
Location:
Posted: 4th Mar 2008 20:10
neat! saving this page :3

thanks for the heads up
jason p sage
17
Years of Service
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 4th Mar 2008 21:20
Kira - Honestly - I think I can pull it off but its a lot of work and I'd MUCH rather PAY to have it done for me - and just wait a bit to see if a DynamicMeshRigidbody gets implemented thats not hokey.

If not... then I will try some BOX+JOINT+BOX ideas to get more reasonable appearance. If performance stinks though... then its time to look around. For Now - I'm content - I won't be HEAVY into physics for awhile yet and by then TGC might have that worked out (Even though the Dark Physics Documentation looks more like it'll get dropped for good)

In Time ... we'll see.

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