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Newcomers DBPro Corner / which physics is better? ode or newton??

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David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 7th Nov 2005 15:18
also if i installed the newton dll physics,would it interfere with ode in any way????

?

?
Dodic
19
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Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 7th Nov 2005 15:40
no i think , but you dont need that dll physics , with a little
efort you can make better yourself.

Whant some 3d models?
i`m an 3d artist

you only live once , but you die twice
born and death!
Mnemonix
21
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Location: Skaro
Posted: 7th Nov 2005 18:18
Shouldnt interfere unless you are using both of them at the same time in the same game. In fact you could probably use them both in the same world as long as only one was initiated at any time.

WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! !
Freddy 007
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Location: Denmark
Posted: 7th Nov 2005 19:03
Which is better... Well, ODE is the easier, but I believe you can get much better results with Newton.

Louiz ofRohr
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Posted: 7th Nov 2005 23:37 Edited at: 7th Nov 2005 23:39
Quote: "which physics is better?"


Actually ODE is easier to learn and it is powerful as well..

In my opinion, Newton's system makes much more sense and it is freakin' accurate and powerful..

If you want something very easy, then use ODE..

If you want a great physics setup and wonderful accuracy, then use Newton..

btw.. Baggers did ask this question before, David

The worst foe lies within the self..

David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 8th Nov 2005 00:35
ok,last question about this.
does newton have its own commands that work in dbp????
Hawkeye
21
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Joined: 19th Sep 2003
Location: SC, USA
Posted: 8th Nov 2005 03:28
Yes.

And Newton, right now, totaly pwns ode. The lack of certain commands like [get current velocity] keeps ode from being entirely useful right now. However, I expect it'll get improved-ated fairly soon, so you can actually use it for more than bouncy ball demos

David iz cool
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 8th Nov 2005 04:23
well,i was playing with the simple ode demo & i got the ball to bounce,it came to a stop on the plain.pretty much stopped & then started bouncing again.weird.
Kjelle69
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Location: Sweden 150 km north of arctic circle
Posted: 8th Nov 2005 08:59 Edited at: 8th Nov 2005 09:10
I just have to comment dodic's statement:
'with a little efort you can make better yourself.'

I just say: Good luck !

I have not tried ODE so I cant make a proper comparation, I have had a lot of work keeping the wrapper up to date. However I am sure the users have right in their comments: easier to use but not as flexible and powerful as the newton system.

Also the new vehicle joint and continuous collision mode coming up in v.1.35 will be totally awesome features !

-==The tame birds yearn, the wild ones dare to fly.==-
http://Mtec.hostname.nu
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 8th Nov 2005 09:17
Dodic, we await your home-made solution with anticipation!

Newton rocks. ODE also rocks, and it's a lot easier to make it rock, but rolling isn't possible

Hawkeye
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Location: SC, USA
Posted: 8th Nov 2005 18:13
Haha, well stated batvinky

Freddy 007
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Location: Denmark
Posted: 8th Nov 2005 21:02
Quote: "The lack of certain commands like [get current velocity] keeps ode from being entirely useful right now."


Well, the functions are actually there! But for some reason, they don't work in DBP(don't ask me WHY they don't, I'm no ninja at C++...)

BatVink
Moderator
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Location: Gods own County, UK
Posted: 8th Nov 2005 22:20
Quote: "But for some reason, they don't work in DBP"


They aren't in the wrapper, this is a "what was needed for FPSC" release.

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