Newton Dynamics is now Open Source!!!

Discussion about everything. New games, 3d math, development tips...
TheMrCerebro
Competition winner
Posts: 80
Joined: Tue Jun 29, 2010 10:06 pm
Location: Valencia, Spain

Newton Dynamics is now Open Source!!!

Post by TheMrCerebro »

A few days, into the website of Newton Game Dynamics, i enter to download the latest version of its physics engine and I have found that now is open source and best of all ... zlib licensed.

We can modify or improve it as we like, that if, without breaking the license.

In addition, it is now compatible with the license of Irrlicht...
possible future release of Irrlicht with physics engine?

:D Sounds good :D

Link:
http://newtondynamics.com/forum/downloads.php
Follow me on twitter: @themrcerebro
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: Newton Dynamics is now Open Source!!!

Post by serengeor »

TheMrCerebro wrote: In addition, it is now compatible with the license of Irrlicht...
possible future release of Irrlicht with physics engine?
I don't think that Irrlicht really needs a built in physics engine, as some people prefer other physics engines, and also it would make irrlicht harder to maintain.
Working on game: Marrbles (Currently stopped).
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

this is really a good news!!
pippy3
Posts: 155
Joined: Tue Dec 15, 2009 7:32 am

Post by pippy3 »

I'd rather have irrlicht have a wrapper, and perhaps some optimizations for the newton wrapper.


But this is great news.
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

This is really good news.

I'm not sure about Irrlicht integration, but a unified interface between the different physics wrappers would be a good step towards that though (unlikely unless everyone cooperates to define it)
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Post by REDDemon »

I had the same idea of a unified physics integration via a unique header.
(just see irrsolid thread if i'm lying XD).

The problem is that if you are going to integrate physics with an interface for all the physics engine first you must learn from all existing wrappers and create a middle way (so people are much more comfortable with the new interface). That's a big work and requires much programming for every physics engine.(of course just providing a interface is really the simplest part, then some people need to write phys drivers also) Integrating this with irrlicht animators and AI steering behaviours would increase the final speed but this requires adding also a bit of AI to physics (soon some AI/physics classes will be released with irrsolid).
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

REDDemon wrote:of course just providing a interface is really the simplest part, then some people need to write phys drivers also
Providing an interface is the hard part, it's much, much easier to write an implementation for a special case than design a good, clean interface that works for every case.

You'd have to research every available physics library and create the simplest, most lightweight and intuitive interface that supports the broadest range of features possible, yet remains extensible, without having loads of special cases. If it were to eventually replace Irrlicht's collision manager then it would also need to simplify rather than complicate Irrlicht's design. That's a pretty tough problem.
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
Granyte
Posts: 850
Joined: Tue Jan 25, 2011 11:07 pm
Contact:

Post by Granyte »

a wrapper or even a tutorial that works would be a good start cause for now every tutorial availible on the web with irrlicht use irrlicht 1.31
Lonesome Ducky
Competition winner
Posts: 1123
Joined: Sun Jun 10, 2007 11:14 pm

Post by Lonesome Ducky »

This is good news, but I think I'm going to stick with Bullet still.
pippy3
Posts: 155
Joined: Tue Dec 15, 2009 7:32 am

Post by pippy3 »

Lonesome Ducky wrote:This is good news, but I think I'm going to stick with Bullet still.
+1 for bullet.

Though now newton is open source I may have to give it a go.
REDDemon
Developer
Posts: 1044
Joined: Tue Aug 31, 2010 8:06 pm
Location: Genova (Italy)

Post by REDDemon »

bullet is THE physics engine now. but others engines are still good.
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
- by Me
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

If only Havok would follow suit..
That's probably never gonna happen :D
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

Pretty much too late. People use other physic engines now.
To be a weathercock sucks.
"Whoops..."
spock
Posts: 16
Joined: Tue Aug 01, 2006 4:53 am

Post by spock »

it's not too late. newton still has its qualities over other engines like bullet. and now the newton author will have more time to concentrate on new features like softbodies instead of wasting time with multiplatform builds and so on.

i think this is great news! :)
lpersona
Posts: 58
Joined: Fri Jul 18, 2008 8:03 am
Location: low
Contact:

Post by lpersona »

REDDemon wrote:bullet is THE physics engine now.
irrlicht + bullet + windows xp sp2 64bit = CRASH
Post Reply