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biggoron

Member Since 25 Apr 2006
Offline Last Active Aug 27 2009 04:20 PM

Posts I've Made

In Topic: Gmnewton 2.0

10 January 2009 - 02:33 PM

http://www.newtondyn...s.com/news.html

01/08/2005 Newton SDK 1.31 is available for download.
This patch includes:

* Added full support for custom joints. These joints allow the application to have more control over joint functionality than the fixed set provided by the engine.
* A complete library of user defined joints. You can use this library as templates to implement different types of joints.


In Topic: Dll Programming Resources

09 January 2009 - 01:35 AM

Executable code at the module level is not supported in C++, as far as I know. You need to put it in a function. Something like this:

NxPhysicsSDK* gPhysicsSDK = NULL; // NB: Not executable code

void initSDK()
{
	gPhysicsSDK = NxCreatePhysicsSDK(...);   // Executable code
}

...

In Topic: Does Model Size Effect Fps?

04 January 2009 - 11:58 PM

There will be no difference. All vertices are multiplied by a series of matrices, even if they're identity matrices, and textures are sampled per-fragment, so it only matters how much screen space it takes up, and there will be no significant difference anyway.

In Topic: Model Overdraw

03 January 2009 - 09:03 PM

Pixels are the points of colour on your screen, not the units you use to place things in the world. We're talking about different things. But I think I misunderstood the OP's point anyway.

In Topic: Model Overdraw

03 January 2009 - 06:20 PM

Since when was casting fragments a bottleneck in GM's 3D rendering? What hardware are you running? For such a simple shading method, any half-decent computer should be able to cast many millions of pixels that way without breaking a sweat. The best way to speed up a GM game is to just take as much code out of it as possible, i.e. by not bothering with splitting a model up and checking whether or not to draw bits of it.