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Newton Dynamics, need some help.

by Luke Jones · in Torque Game Engine · 04/04/2006 (4:16 pm) · 4 replies

I havn't played with tge for quite a while now, about year and a half or more, so I'm quite out of practise and have forgotten alot of things.

I'm trying to integrate newton dynamics engine into torque, and quite frankly, need alot of help.

As far as I know, I've initialized the engine fine, but the main things I need help with are:
Getting the terrain collision mesh and setting it up in newton
And, grabbing an objects collision mesh and setting that up in newton too, then keeping the graphics engine updated with what newton spits out.

I'm probably in over my head in reality, but I tend to learn bloody quick, just need some pointers, so, anyone out there able to help?

#1
04/05/2006 (4:39 pm)
Check the buildConvex() and buildPolyList() calls, you can call those in any object to make it spit out it's collision information.
#2
04/06/2006 (7:26 pm)
Ok, I'm still kindof lost.
What about concretepolylist? That spits out all the terrain and interior collision stuff dosnt it?
How would I call it to get the terrain into a list?
#3
03/17/2007 (7:07 am)
Luke, did you ever make any progress with Newton? Or anyone else out there for that matter? I used to use Newton in my A6 days and thought it was great. I'd be interested in pursuing getting Newton integrated into Torque if I knew for sure it can be successfully done. So, has it been done? Anyone know?
#4
03/17/2007 (11:07 am)
There is an ode integration resource as well as a physX resource as well that you can look at to get a grasp of what's going to be needed. I don't know if any of the physics implementations have been completed tho.