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Gmnewton 2.0


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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.


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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


:P for life
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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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