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Posted: Mon May 14, 2007 9:33 am
by sio2
Ico wrote: They talk about that "one material problem" and it seems like you can't use two materials within one object. So you can't assign another material to your chassis than that your wheels use and vice versa. But they talk about changing the cars material on the fly or attaching another node with a different material. So if the engine wouldn't support different materials, they wouldn't tell him to try that imo. :)
Geez. Having one material for my tires and one material for the body of my vehicle is OK, since that's a logical separation, but one material for the static world is insane.
Ico wrote: Edit:
http://www.saschawillems.de/?page_id=83
The bottom most demo has different ground materials. :)
You sure? Doesn't look like there's a differentiation between, say, tarmac and grass.

Posted: Mon May 14, 2007 9:37 am
by sio2
Ico wrote:Just did a quick look as I'm interested in using a physics engine as well.
PhysX is probably the best bet as it's free for commercial use on the PC. I'd be using it for all my demos that include physics if it were not for the 28MB driver download...

Posted: Mon May 14, 2007 10:47 am
by white tiger
One material for the entire level? Have I got this right? I've looked at the Newton SDK tutorial samples and the same thing applies there - one "material" for the whole level. If, for example, my level has tarmac and grass then I have two different materials - I'd expect my vehicle to react differently to the two surfaces
you can assign 1 material PER node. you can assign at 5 nodes the same material, and you can't assing to the same body 5 materials.

you need separate the grass from the level and create new bodies for grass, than assign 2 different materials at them. Or how my wrapper and Newton can deduce if the surface is the level or if the surface is the grass, if they are part of the same body?

Posted: Mon May 14, 2007 12:16 pm
by sio2
Digging in the Newton forums I see that there may be a way of doing the multiple-materials-per-node thing. Looks like I'll need to write my own wrapper to handle my needs.

No doubt I'll hit another snag, though...

Posted: Mon May 14, 2007 5:15 pm
by white tiger
can you give me a link, please? i'd like to a take a look at

Posted: Mon May 21, 2007 5:55 am
by Dances
Your forum has been hacked; when you click new topic it takes you to a spam site.

If I want to use IrrNewt in my project is there a logo I can use to give credit?

Posted: Mon May 21, 2007 1:44 pm
by white tiger
no, fortunately it's only a bug with the server. Thanks for the segnalation :wink:

no logo, simply create a hypertext link

Posted: Mon May 21, 2007 3:04 pm
by TheGameMaker
what about this?
Image
Image
I made it, after seeing that you don´t have a Logo.. maybe you like it. If so, I could send you the PSD file as well.
(of course you can use it for free!!)

Posted: Mon May 21, 2007 3:29 pm
by Halan
isnt it "high level"

greets,
Halan

Posted: Mon May 21, 2007 3:46 pm
by TheGameMaker
uhmm.. wasn´t sure about that.. it is oop.. so its higher than the orginal.. but it isn´t that high, that you don´t have access to all the smaller functions.. I´ll upload a correct version..

Posted: Mon May 21, 2007 6:16 pm
by white tiger
hey that's very cool :D Thank you for mading it.

i like expecially the "high level" version.

Can you fix the 't' in 'hight' and send me the PSD file of it ?

this will be the logo of irrnewt

Posted: Tue May 22, 2007 12:35 pm
by TheGameMaker
so it IS high level^^
:P :P :P :P :P
yeah.. i´ll fix it, and give it to you...

Posted: Thu May 24, 2007 2:10 pm
by Dances
I can compile hello world but when I run it I segfault on createBody(sphereData)...

Posted: Thu May 24, 2007 8:17 pm
by white tiger
are you using irrlicht 1.1? if not, have you recompiled irrnewt for your irrlicht version?

Posted: Thu May 24, 2007 9:02 pm
by Dances
No I'm using 1.3... I'll go recompile now.