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Gmnewton 2.0


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#1 hanson

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Posted 15 May 2008 - 09:47 PM


GMNewton 2.0
A free wrapper for Newton Game Dynamics
Posted Image


What is it?
GMNewton is a wrapper. It is a dll that allows GM users access to the powerful and precise physics engine, Newton Game Dynamics
It releases you to focus less on the physics of your 3d world and more on the game play and design.


Preview the Powa on Youtube! Waterslide simulator Domino Demo 1.0


Where can I get it?
I have it hosted in the following locations:



*Host-a.net: v2.0 v1.0 v0.04 v0.03

download includes everything you need to add physics to your own game


What are some of the key features?
GMNewton already supports these and more!
*Multiple world support
*Creation of dynamic and static bodies
*Convex hull collision generated from model
*Collision tree support for complex concave environments
*Materials interface to define how bodies will interact
*Collision detection
*Customize tradeoff between speed and precision
*Freezing/Unfreezing bodies including auto-freeze feature
*Auto-updating bodies for faster simulation speeds
*Ball and socket joints
*Hinge joints
*Uses Newton 2
*Fixed bugs
*Ultimate 3D compatibility mode
*GMOgre3D compatibility mode
*Breakable hinge joints with limits
*Buoyancy

[Known bugs]
--


What else should I know?
Works in any version of Game Maker that natively supports 3d - comes with gm6 for greater compatability
Coded in C++ using Code::Blocks
This is a wrapper. I did not create Newton Game Dynamics, but rather an interpreter so GM can communicate with it.
The wrapper communicates with NGD beta 2
I am making this in my free time. This is not consistent, so please don\'t expect release dates to be :P
Uses Gmaker C/c++ Library V. 2 by X-tra fear and score_under for auto-updating
GMNewton is a work in progress, but is easily developed enough to make a decent game with.
I am motivated by response! Please let me know what you think by commenting here and letting me know if you use it in a game!


Support GMNewton!
If you would like to support GMNewton, copy and paste the following into your sig:
[url="http://gmc.yoyogames.com/index.php?showtopic=375858&st=0\"][img]http://i561.photobucket.com/albums/ss54/samisaham/gmnewton.jpg[/img][/url]


What are some games that use GMNewton?

Note: Some of these games use old versions of GMNewton. Please use the link above to add the latest version GMNewton to your own game!

Waterslide Demo
Posted Image
[yoyogames] [gmc]
GMNewton 1.0 physics demonstration
by hanson and Asdam

Domino Simulator 1.0
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[yoyogames] [gmc]
Design your own domino chains with intuitive designer then watch them fall in a realistic manner
by hanson

Phantom107 GMNewton 0.3 Demo
Screenshot
[yoyogames] [download]
A clean example of GMNewton
by Phantom 107

GMNewton and Ultimate 3d
screenshot
[gm6]
A nice example demonstrating GMNewton with Ultimate 3d
by Skarik


-hanson

Edited by hanson, 19 May 2010 - 01:27 AM.

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#2 royboyjoytoy2

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Posted 15 May 2008 - 10:24 PM

Hey, this looks great!
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#3 biggoron

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Posted 16 May 2008 - 02:55 PM

Great work! I always liked NGD.
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#4 RamboFox

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Posted 23 May 2008 - 02:44 AM

*complete re-edit* Wow, looking back on posts that I created made me look like a complete utter noob.
Anyway, before this edit I was crying for upper and lower limits on springs and such (they have since been added).

Thanks!

Edited by RamboFox, 13 January 2011 - 06:32 AM.

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#5 softhunterdevil

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Posted 23 May 2008 - 03:04 AM

Its great! I would like to see the complete engine.

Also, may be you mention as mentioned in sdk license - " give credit if used in any form, splash screen, about box, etc"
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#6 hotshotscott

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Posted 23 May 2008 - 10:13 AM

I went to your link for the 'Newton Game Dynamics physics engine' and OMG!!! THEY LOOK SOO GOOD! I will be downloading some of them, but please tell me. Are they all made from game maker? If so, you should definetly make an awesome 3D game. I'll check this out, and some of the games from 'Newton Game Dynamics physics engine' page and i'll reply later.

EDIT
OMG!! Everyone, check out the ''Newton Game Dynamics physics engine' , click the link he's provided in his first post. The games on that page is AMAZING! Im soo incredibly amazed at your 3D physics, especially for game maker. These physics are definetly professional commercial quality, stuff you'd see in 3D games such as Halo etc!! I hope you make a great game out of these!

Scotty

Edited by hotshotscott, 23 May 2008 - 11:10 AM.

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TEAM ODDBOX

Did I try your game or help you out with yours?? Please return the favour and try out my game! NOT just another Halo Clone!!

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#7 hanson

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Posted 24 May 2008 - 12:06 AM

@royboyjoytoy2: Thanks!

@biggoron: Thanks!

@RamboFox: I do plan on completing it. If I ever do need to stop because of lack of time or something, I will likely release the source so someone else can continue it. I don't plan on dropping out any time soon though :ph34r:

@hotshotscott: I believe that none of the games or demos on that site were created with Game Maker. Realize that I did not create the physics engine, but just created a dll that acts as an interpreter so that NGD and Game Maker can communicate.

@Everybody: I'm glad you like it! Thank you for replying and letting me know what you think :blink:

-hanson

Edited by hanson, 24 May 2008 - 12:06 AM.

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#8 Rixeno

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Posted 25 May 2008 - 02:48 PM

Good work Hanson, it works great. It would be nice to see all those other functions like Joints, etc. B)
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Do you need an example? You can PM me a request and I'll try my best.
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#9 UtArEfSoN

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Posted 25 May 2008 - 03:09 PM

Great work dude! This runs really smoothly with D3D, that's really impressive. Thanks for making this wrapper and please do keep on it!
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#10 RamboFox

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Posted 28 May 2008 - 04:02 AM

Great work dude! This runs really smoothly with D3D, that's really impressive. Thanks for making this wrapper and please do keep on it!

And it runs REALLY well on my ****ty 512mhz 256mb ram Intel Pentium III PC! :)
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#11 Revel

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Posted 08 June 2008 - 05:16 PM

Can i make 3D car physics with this?
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#12 hanson

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Posted 08 June 2008 - 07:08 PM

@all: Thanks! I'm glad it is working well :huh:

@Revel: Car physics are not yet supported by the wrapper, but Newton provides them and I plan to wrap them in the future.

-hanson
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#13 remoladen

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Posted 08 June 2008 - 07:17 PM

NICE
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#14 Revel

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Posted 08 June 2008 - 09:24 PM

@hanson I will definitely keep checking back for the car physics.
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#15 Revel

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Posted 16 June 2008 - 05:15 AM

Are you still working on this?

Im waiting for Car physics :whistle:


Edit:
Im playing around with the DLL, and its amazing!!

Edited by Revel, 16 June 2008 - 05:21 AM.

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#16 hanson

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Posted 16 June 2008 - 01:38 PM

Yes, I am still working on this. It is just a project done in my spare time, and right now I am devoting more(but not all) time towards two other projects; one for the competition(03), and one game using this dll's current capabilities. I'll read into the car physics some more right now, though I don't know how hard it is to implement, or how long it will take. I'm a beginner at C++, and this is my first wrapper so I am a little slower programming it than a more experienced C++ programmer might be :unsure:. Thanks for the interest! I'll keep you updated about the car physics.

-hanson
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#17 Revel

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Posted 16 June 2008 - 10:22 PM

Question:

How did you make the map (bowl)? Im trying to make a map and it keeps turning out WAYYY to small no matter how big i scale it (in the modeller).

How did you make the map?

Edited by Revel, 16 June 2008 - 11:04 PM.

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#18 hanson

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Posted 17 June 2008 - 03:06 AM

I made the map in anim8or, and exported it with the script available from anim8or.com. What modeler are you using?

-hanson
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#19 mrsmes

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Posted 22 June 2008 - 02:04 AM

it came up with a error saying:
failed to execute external function.
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Assuming I helped you out in a questions and answers topic won't you return the favour by helping me with one my coding problems, or recommend some one who can chat to me over pms about helping and how to overcome my obstacles, after all lets just say I did help you or them or many people with similar problems, in that topic.

Here i have a topic for those of you struggling with type writer text and mugshots in your games especially if it is a rpg see the link below for more info

http://gmc.yoyogames...howtopic=619103

almost no code needed, only uses two events.

click here for the l8est version of feed the alien pizza, it has some major polished up features.


#20 Hepolite

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Posted 22 June 2008 - 11:03 AM

I must say that this is great! It's just that I'm missing some stuf thought...

When I add a rotation to a body, it rotates around the world, not the origin of the object. This is solved by placing the object at 0,0,0 then at x,y,z.
Also, nothing happens when this rotating object collides with another object. The same thing happens when you set the position.
No collisions happen.

Other than that, I really like this. I hope for updates soon, as this is one of the best physic engines/wrappers. Keep up the good work!
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#21 hanson

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Posted 22 June 2008 - 12:47 PM

@mrsmes: Is the GMN.dll in the same folder as the gm6?

@Hepolite Thanks! You are correct that there are still unimplemented features. I also noticed the origin problem, and that should be fixed in the next release. I am not sure that newton game dynamics supports collision by directly setting the position or rotation. I will look into alternative methods to do this.

Thanks for the positive support!

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#22 Revel

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Posted 25 June 2008 - 11:51 PM

@hanson


m using blender
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#23 freaked

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Posted 01 July 2008 - 10:38 AM

Error
---------------------------
gm_newton.exe - Entry Point Not Found
---------------------------
The procedure entry point NewtonMaterialSetContinuousCollisionMode could not be located in the dynamic link library Newton.dll.
---------------------------
OK
---------------------------

Newton.dll is in the same folder as the example.
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#24 hanson

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Posted 01 July 2008 - 02:04 PM

@Revel: Try selecting the object in object mode, then pressing ctrl+a and choosing the first option. I believe that this will apply the scale.

@freaked: Does this occur when you start the example?

-hanson
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#25 freaked

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Posted 02 July 2008 - 09:24 AM

Yes.
BTW, It works only if I compile the example and then run it from the dll folder.
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#26 hanson

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Posted 07 July 2008 - 09:56 PM

Are you using gm7? icuurd12b42 posted this in the bullet physics topic:

Save the project before running it. It's a GM7 bug. You open a gm6 project that uses a DLL and clicked run without saving to GM7... Somehow/sometimes the dll fails to load or be found if you omit to save to a gmk. It's not a bullet prob. I get the same prob with some, including mine, examples I converted to gm6 and test in gm7.


-hanson
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#27 Revel

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Posted 07 August 2008 - 05:17 AM

Are you almost done car physics? :P
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#28 hanson

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Posted 12 August 2008 - 01:26 PM

No,

I actually have gotten nothing done. I have been giving another project precedence over this, and have also been distracted by other aspects of life (no, I don't just sit at my computer 24/7 :D) Sorry.

I might eventually make this open source if anyone is interested in helping out. It is coded in C++. I am just a beginner in C++, so the current code may not be particularly easy to read though. Would anyone be interested in contributing to this dll?

Thanks,
-hanson
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#29 KaguyaKiller

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Posted 15 August 2008 - 06:26 PM

No,

I actually have gotten nothing done. I have been giving another project precedence over this, and have also been distracted by other aspects of life (no, I don't just sit at my computer 24/7 :)) Sorry.

I might eventually make this open source if anyone is interested in helping out. It is coded in C++. I am just a beginner in C++, so the current code may not be particularly easy to read though. Would anyone be interested in contributing to this dll?

Thanks,
-hanson

Me, i would love to contribuite! I have DEVC++ and the Visual C++ 2008 express, i like coding, and physics, and i really need something like that, ive played real long time with it... loved, and now i need the joints working, i don't think that would be too much code... o.O
p.s: Speed limit please or by line collision, cuz' if you go too fast, you get out of the screen with dah ball.

Edited by KaguyaKiller, 15 August 2008 - 06:34 PM.

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#30 hanson

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Posted 16 August 2008 - 01:39 AM

I think it suppurts continuous collision detection right now through materials.
Thanks for your interest! I'm out of town visiting my grandparents so can't distribute any source at the moment, but can get in toutch with you when I get back.

-hanosn
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#31 paperofme

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Posted 13 September 2008 - 02:46 PM

its AWESOME :D




now i just gotta understand how its working thougt :D


Keep up the good work :P


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#32 superjoebob

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Posted 13 September 2008 - 10:18 PM

This is great! Please dont let this die like GmPhysics, I really need a 3d physics engine. Thanks for this :)
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#33 hanson

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Posted 14 September 2008 - 03:10 AM

I do plan to keep working on it, but am just busy with a competition project, life, and school starting. Thanks for the interest though! It'll greatly help me to keep working on it when I have the time to do so.

-hanson
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#34 diablomana

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Posted 18 September 2008 - 01:05 AM

had you ever create sth like tutorials for your wonderful Dll?
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#35 Phantom107

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Posted 21 September 2008 - 07:57 PM

This is an _outstanding_ piece of technology.

I'm definately using this in my current project! :blink:
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#36 hanson

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Posted 09 October 2008 - 05:15 PM

@diablomana: No, I haven't made any yet. Sorry 'bout that. It would be a good thing to do though.

@Phantom107: Thanks! I hope it works well for your game.

Everybody please be sure to check out the demo Phantom107 made! It is available through the topic post, or you can get it here: screenshot download(1.6mb)

Thanks!
-hanson
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#37 Skarik

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Posted 11 October 2008 - 06:52 PM

This is totally sexy. I'm creating an Ultimate3d example for this DLL.

Lol, a DLL for a DLL for and example!
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#38 icuurd12b42

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Posted 12 October 2008 - 08:40 AM

I played withthe engine a few months back... Keep at it.

your collision handler, to trigger the events, it should be

with(obj1)
{
with(obj2){
event_perform(ev_collision,other.object_index);
with(obj1){
event_perform(ev_collision,other.object_index);
}
}
}

Sneaky... That way other, in the collision event, will be the colliding instance and not your collision handler id.
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#39 Skarik

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Posted 12 October 2008 - 04:45 PM

Hmm, you know what would be good for us lazies? A 3ds file importer. Maybe an .X importer as well. Lol, nvm.
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#40 hanson

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Posted 13 October 2008 - 12:34 PM

This is totally sexy. I'm creating an Ultimate3d example for this DLL.

Lol, a DLL for a DLL for and example!

Thanks! I'll look forward to seeing the example when you finish!


I played withthe engine a few months back... Keep at it.

your collision handler, to trigger the events, it should be

with(obj1)
{
with(obj2){
event_perform(ev_collision,other.object_index);
with(obj1){
event_perform(ev_collision,other.object_index);
}
}
}

Sneaky... That way other, in the collision event, will be the colliding instance and not your collision handler id.

aah. Sneaky indeed! I will be sure to add that in the next update. Thanks!


Hmm, you know what would be good for us lazies? A 3ds file importer. Maybe an .X importer as well. Lol, nvm.

I could try... Maybe someone with knowhow could help me out? I can probably modify someones model importer to work if I can find one and get permission.

-hanson
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#41 Skarik

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Posted 18 October 2008 - 11:28 PM

I think you should document somewhere that a mass of zero is static.

http://i298.photobuc...3D/gmnewton.png
http://i298.photobuc...D/gmnewton2.png

http://www.box.net/shared/7l1nb5a7na (U3D + GMNewton Example)

Request of Functions:
-3DS Loader (Resources: 1 - 2 - 3)
-Change Gravity
-Joints & Restraints

For me, the 3DS loader isn't too important, but the joints and restraints are. I mean, what do you want: a random flying string of guts or a physically authentic flying string of guts?

Edited by Skarik, 18 October 2008 - 11:37 PM.

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#42 hanson

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Posted 19 October 2008 - 03:13 AM

When I write documentation, I'll be sure to add that an object with a mass of zero is static. If anyone is wondering before I finish writing documentation, please refer to this post.

I got a chance to try the demo again. You did a great job. Thanks for sharing!

I'm actually planning a re-write of Gmnewton. I was very new to C++ when I started this wrapper(I'm still not an expert :P), and did not make it very easy to update. It looks like code soup right now. The new code will hopefully make it much easier for me to work on. It's funny that the three things you mentioned are the exact things I have already planned to include within the next release or two!

Thanks!
-hanson

Edited by hanson, 20 October 2008 - 01:46 AM.

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#43 Newly Discovered

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Posted 21 October 2008 - 04:17 PM

not sure if it's a bug or what, but shouldn't torque mean rotation? as in spin? I was trying to set up a simple tire, setting it's rotation to a turn variable that added with vk_right and subtracted with vk_left, and then adding torque...but, I couldn't figure it out, getting the rotation, setting the torque x, y, and z? I don't know, it was really confusing. but seeing that U3D has joints and constraints, I'll try it out. good luck with rewriting.

actually, forget U3D. trying to add one thing takes way too many steps.

Edited by Newly Discovered, 21 October 2008 - 04:46 PM.

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#44 Skarik

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Posted 22 October 2008 - 01:02 AM

not sure if it's a bug or what, but shouldn't torque mean rotation? as in spin? I was trying to set up a simple tire, setting it's rotation to a turn variable that added with vk_right and subtracted with vk_left, and then adding torque...but, I couldn't figure it out, getting the rotation, setting the torque x, y, and z? I don't know, it was really confusing. but seeing that U3D has joints and constraints, I'll try it out. good luck with rewriting.

actually, forget U3D. trying to add one thing takes way too many steps.

Lol, you're totally right, but XD. Then again, you have to do it in GMD3D as well. XD
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#45 slayer 64

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Posted 27 October 2008 - 06:46 PM

this is great! i have a lot of code to check out and drool over.

great job on making this work with game maker :huh:

i hope everyone can make some really nice 3d games.
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#46 Skarik

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Posted 28 October 2008 - 02:51 AM

i hope everyone can make some really nice 3d games.

No need to hope.

@Hanson
At what part of November? I mean, it looks funny when I have a guy that goes flying off in the reference position and I have to do some lame hack for now that makes the people fly like in Halo. (I CAN SWIM IN THE AIR)!

But seriously...I'm really impatient. Like, a little kid that can't wait to take a crap.
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#47 hanson

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Posted 28 October 2008 - 01:01 PM

this is great! i have a lot of code to check out and drool over.

great job on making this work with game maker :huh:

i hope everyone can make some really nice 3d games.

Thanks!

i hope everyone can make some really nice 3d games.

No need to hope.

@Hanson
At what part of November? I mean, it looks funny when I have a guy that goes flying off in the reference position and I have to do some lame hack for now that makes the people fly like in Halo. (I CAN SWIM IN THE AIR)!

But seriously...I'm really impatient. Like, a little kid that can't wait to take a crap.

I'm shooting for near the middle of November. Maybe the 14th? It all depends on how much programming time I can squeeze into my schedule. I'll get it out sooner if I can!

-hanson
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#48 orange451

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Posted 09 November 2008 - 12:51 AM

isn't that in like a couple days then?

anyway... this dll is AMASING!!!! if i figure out some better collisin methods to work with jumping, im going top use this in my game... great work...
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#49 Skarik

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Posted 11 November 2008 - 05:06 PM

...only four more days...yess...


Hmm. Since there's probably not going to be any 3ds file support (or any external majigger) I'd better look into how to add it manually. How are those functions in the current version?
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#50 hanson

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Posted 14 November 2008 - 03:02 AM

Hey guys! I don't have the wrapper back to the point where it was yet. I'd release it now, but it is lacking and I want to release some documentation with it. I believe that I should hold off on the release until I get farther, but I will release it now if you really want. So if you want it, let me know.
I was going to work on it today to see if I could get it releasable, but found myself sick in bed. Tomorrow's my birthday so I won't be free then either, but I'll work on it when I can.

Sorry,
-hanson
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