Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Dark GDK / Newton Game Dynamics with GDK?

Author
Message
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 18th Mar 2009 22:12
NGD uses openGL, but GDK uses directX. would that conflict?
Sharp Bullet
16
Years of Service
User Offline
Joined: 5th Feb 2008
Location: Pluto
Posted: 19th Mar 2009 22:29
OpenGL is not DirectX! so if you want to compile the code using directx you must to recode parts of the code to adapt it to DX... well DGDK

First say to yourself what you would be; and then do what you have to do.
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 19th Mar 2009 22:31 Edited at: 19th Mar 2009 22:31
thats what i thought... damn. What physics engines would you recommend?
Sharp Bullet
16
Years of Service
User Offline
Joined: 5th Feb 2008
Location: Pluto
Posted: 19th Mar 2009 22:43 Edited at: 19th Mar 2009 23:09
You can buy DarkPhysics. Then you are not forced to learn nothing about DX. But if you want a cool phy engine try NVIDIA PhysX.

warning! physx uses in own samples opengl

But you can make the syncronization between objects from physics engine and objects from youre game very easyly with matrix-es.

[EDIT]
Read this
http://www.gamedev.net/community/forums/topic.asp?topic_id=528043

First say to yourself what you would be; and then do what you have to do.
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 19th Mar 2009 23:09
Ah, I might have to go that route then... So I use physx not actually ON dgdk objects, but positions (i am effectively loading 2 of the same object, one for the screen and one for the physics?)
Sharp Bullet
16
Years of Service
User Offline
Joined: 5th Feb 2008
Location: Pluto
Posted: 19th Mar 2009 23:20
...the position of the 2 objects will be the same after updating the physics engine.

well... you are not loading in the physics engine the same object that you load in youre game. For example you load a crate and asociate to this object a box from physics engine; this ones are not the same.

Installing the PhysX SDK you can see some samples and you can learn more if you want from the training programs and you can see how to implement the code for creating an physics engine.

First say to yourself what you would be; and then do what you have to do.
prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 20th Mar 2009 00:11
ok
AndrewT
17
Years of Service
User Offline
Joined: 11th Feb 2007
Location: MI, USA
Posted: 20th Mar 2009 03:25
Newton does not use OpenGL. It's a physics engine; it's not tied to any particular rendering API. It just uses OpenGL for graphics in the examples. So, to answer, your question, Newton will work with DGDK, although it may take a bit of work getting it integrated properly. I'd suggest getting EZRotate, as I suspect Newton (and PhysX for that matter) uses matrices and EZRo will make it easier to integrate matrix transformations into DGDK.

prasoc
16
Years of Service
User Offline
Joined: 8th Oct 2008
Location:
Posted: 20th Mar 2009 09:42
thanks. it makes sense now
entomophobiac
22
Years of Service
User Offline
Joined: 1st Nov 2002
Location: United States
Posted: 20th Mar 2009 14:21
By the way, DarkPHYSICS uses PhysX -- if you get PhysX, you'd have to write your own wrapper. With DP, you have it for free, except that it won't be built specificially for your own purposes.

Login to post a reply

Server time is: 2024-11-25 16:30:36
Your offset time is: 2024-11-25 16:30:36