Something that could help
Something that could help
I was working on a FPS game. Had a fast startup but then some "more important" thing catched up. Well, so far so good. Here is what i got finished:
A basic physic environement based on newton. I like the design pretty much, could be a good starting point for any application that will use Irrlicht and a physic engine. I had a problem with the OnDestroy event and joints are not implemented. The OnDestroy event sould be solved with a quick post in the newton forum, the joints stuff is something i will work if i get some sparetime .
Some cool SceneNodes a explosion node (you may want to add a SizeAnimator here, will look much better). Furthermore some other things, that may be good for a look at.
The last thing i was working on was the player class with its armament but the design i used to have was bad. Ill do something better (in my sparetime ).
So how is all the stuff supposed to work. Well, you can have a look at the docu directory there is a doxygen generated documentation.
Short explantion:
There is a physic manager and some nodes. Each node can un/register itself to the physic manager and is now affected by physics and receives all the events coming from the physic manager. There is also a nice material setup you might want to have a read through, its quite powerful.
If you have any questions about the source send me a mail Friedrich.Schick@web.de or post it as a answer to that thread.
Be sure to have the newton and the irrlicht sdk installed.
Here is the download http://www.bluffel.de.vu/files
It will probably take 30 minutes from my post until you can download the file, due t-online my provider.
A basic physic environement based on newton. I like the design pretty much, could be a good starting point for any application that will use Irrlicht and a physic engine. I had a problem with the OnDestroy event and joints are not implemented. The OnDestroy event sould be solved with a quick post in the newton forum, the joints stuff is something i will work if i get some sparetime .
Some cool SceneNodes a explosion node (you may want to add a SizeAnimator here, will look much better). Furthermore some other things, that may be good for a look at.
The last thing i was working on was the player class with its armament but the design i used to have was bad. Ill do something better (in my sparetime ).
So how is all the stuff supposed to work. Well, you can have a look at the docu directory there is a doxygen generated documentation.
Short explantion:
There is a physic manager and some nodes. Each node can un/register itself to the physic manager and is now affected by physics and receives all the events coming from the physic manager. There is also a nice material setup you might want to have a read through, its quite powerful.
If you have any questions about the source send me a mail Friedrich.Schick@web.de or post it as a answer to that thread.
Be sure to have the newton and the irrlicht sdk installed.
Here is the download http://www.bluffel.de.vu/files
It will probably take 30 minutes from my post until you can download the file, due t-online my provider.
Please send me an e-mail instead of a private message.
very interesting!!!
Newton seems like a nice and easy to integrate physics engine. I am reading some tutorials right now.
Is it open source?
I see there's a free version (old) 1.22. Unfortunately there's no link to download it. Do you know where I can get it?
The latest version 1.51 is being used in 3dgamestudio.
interesting, thanks for pointing it out.
ps. I'll download your files when they're ready.
Newton seems like a nice and easy to integrate physics engine. I am reading some tutorials right now.
Is it open source?
I see there's a free version (old) 1.22. Unfortunately there's no link to download it. Do you know where I can get it?
The latest version 1.51 is being used in 3dgamestudio.
interesting, thanks for pointing it out.
ps. I'll download your files when they're ready.
Hi schick, i'm happy that you still working on coengines.
I found your work very useful. I saw the classes in helpfile, and can to say, that there many useful things.
Unfortunately I use devcpp and have not MSVS net.
I'll try to compile your sources with devcpp. You said, that usually not uses MFC
afecelis, here is the link for newton sdk, but only v 1.2 is free /not sure/
http://www.physicsengine.com
I found your work very useful. I saw the classes in helpfile, and can to say, that there many useful things.
Unfortunately I use devcpp and have not MSVS net.
I'll try to compile your sources with devcpp. You said, that usually not uses MFC
afecelis, here is the link for newton sdk, but only v 1.2 is free /not sure/
http://www.physicsengine.com
I think thats schick's link is still active:
http://jens.schick.bei.t-online.de/file ... source.rar
He uses MSVStudio net.
I hope, that he will continue your work.
http://jens.schick.bei.t-online.de/file ... source.rar
He uses MSVStudio net.
I hope, that he will continue your work.
small change to make it compile...
heya schick, very impressive, a neat idea making the character themself be affected by physics.
I had to make one small change to get it to compile with the latest version of the Newton SDK available from newton's site.
in ICollisionNode.cpp i had to change this:
after that it compiled and worked normally (i t//hink anyway....seemed to)
thought that might be somewhat useful...
-Ted
I had to make one small change to get it to compile with the latest version of the Newton SDK available from newton's site.
in ICollisionNode.cpp i had to change this:
Code: Select all
//i think what this is meant to do is to remove the object from simulation if it stis still too long, im guessing 60 frames sitting still is enough (1-2 seconds??)
//i had to cerrect this function call because the interface for this feature seems to have changed since whichever release of newton the original guy was using
NewtonBodySetFreezeTreshold( CoBody, /*freeze_accel_mag, freeze_alpha_mag,*/ freeze_speed_mag, freeze_omega_mag, 60); //60 is a guess
thought that might be somewhat useful...
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
"a neat idea making the character themself be affected by physics"
woah
hmm...as the x blender exporter gets a bit better, I PERHAPS will be able to rig my arena model there and export as x weighted. For the whole comunity.
yesterday I made another test, using the wonderful "paint weights" feature of Blender.
physics in characters...is it ragdoll? or newton physics..
woah
hmm...as the x blender exporter gets a bit better, I PERHAPS will be able to rig my arena model there and export as x weighted. For the whole comunity.
yesterday I made another test, using the wonderful "paint weights" feature of Blender.
physics in characters...is it ragdoll? or newton physics..
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com