Differenct collision types in Newton Game Dynamics

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Luben
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Differenct collision types in Newton Game Dynamics

Post by Luben »

Hi, i'm thinking about different collision types in Newton. By that, i mean types like normal primitives, trees and convex hulls.
Lets start by defining what they really are. Please correct me if i'm wrong about something.

A primitive style collision is a collision which may look like a box, a sphere, a cylinder or something like that. They are dynamic in their behaviour but lacks detail and are convex in their being.
A collision tree is a static representation of a lot of triangles. It can be concave and have lot of detail, but it never moves unless repositioned. Forces have no effect on it.
A convex hull is like a series of verticles wrapped in thinfoil. It is dynamic and has some detail which can be hard to produce with primitives, but is still convex. They are more computionally expensive than primitives and trees.
Then we have compund collisions, which is a series of different collision objects, forced to maintain a relative position to each other. They are dynamic, and when built so they can have concave parts. Great detail and dynamic behaviour.


I want my world to be full of detailed physical objects. So unless i've missed something, compound collisions is the way to go. I'm asking, does anyone know if there is an easy way to create compund collisions? I mean like positioning boxes and cylinders etc.

I'm working on a program for doing that now, but if someone already made one then please let me know. If there is no such program, i'll release it somewhere around here, since it's build around irrlicht.

Luben
If you don't have anything nice to say, don't say anything at all.
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

Last time i checked the newton forums, you couldn't even view them without registering. I guess it changed sometime ago and i didn't notice, i haven't even cared to look there for at least half a year. But now someone posted a link to those forums, and i clicked my way around there, and one of the first things i see is a thread with a topic very similar to this one's. So i'm going to check the programs mentioned in that thread, and if they prove useful i'll drop making my own editor.
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roxaz
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Post by roxaz »

i think i saw coumpound collision example in standart newton tutorial about character control. check out newton SDK
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

Sorry roxaz, i didn't mean it like that. I mean more like, how can i wrap my models in compound collisions? How can i add a box around these triangles, and a cylinder around those and a sphere around this head?
After inspecting those tools, i've decided to continue on my own editor. The other tools where more like a playground for all kinds of things, but i want my editor to focus around compund collision creation.
If you don't have anything nice to say, don't say anything at all.
RapchikProgrammer
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Post by RapchikProgrammer »

I think you mean if there is a physics editor for irrlicht and newton! Well there is none like that, even tho i was planning on making one myself, but i will work on that some time later! I think you should go ahead and make one!
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