Messing around with Newton is lots of fun. I'm still trying to come up with the perfect (or real good, anyways) application of the physics in a game of some sort...Here is a quick little thing I set up in an afternoon. Just to show that after you get accustomed to working with it, you can make a simu. pretty quickly. This is very rough as a demo, it's just to show how the ball reacts, and I think you'll see, it's pretty realistic. The gravity
is turned down a little bit, but the bounces still all look correct, they're just slowed down a bit because of the lighter gravity. Newton rocks! I just wish it was a bit more 'complete'. And I'm having a bit of trouble getting the sounds to trigger properly. I can detect when the ball hits a peg, but sometimes (most of the time), the detection 'sticks' on that old detected collision (object #), without resetting to 0 when the ball is
not colliding with a peg. This of course causes the sound to play over and over again in a stream instead of just one sound when the collision is detected. I tried making a display of what body the ball is contacting, and I expected to see it 'flash' the body number of the object it collided with... i.e. it would be steady at 0, then you'd see it flash a '49' or something when it hit a peg. Well, I see that sometimes (usually the first bounce), but after that, it will stay stuck on a '48' or something when it hits another peg. It's very tricky to get worked out, because sometimes the ball you're checking is the 1st body involved in the collision, and sometimes it's the 2nd, so you have to be always checking for that. I haven't got it all worked out yet, but the physical part is working pretty well...
This is also sort of a benchmarker...I can get about 100 balls into the scene before I start to see some slow-down, how about you?
http://www.geocities.com/crmnlelmnt/