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Finally got WxWidget working correctly in But Linux 32 and 64
This is a Kickoff build to introduce the new Face of the Newton SDK, it uses WxWidgets and the Collada befomes the File Format of the Newton SDK.
Still a lot of work to do in but ends plus need to add all the demos to the viewer but this is an important mile stone.
It also brings the SDK to the same level of the windows version.
Linux32_SDK_2.17
Linux64_SDK_2.17
This version makes improvement on the player controller joint, making it more stable specially when the player is wedge on corners
Windows_SDK_2.16
This version fixes a crash bug when bodies leave the world and they are re-inserted back into the world.
Windows_SDK_2.15
This version include the a new project to build the SDK libraries plus it also included precompiled SDK libraries
Windows_SDK_2.14
Made the memory manager thread safe, now mutiples newton worlds can run in separate threads at teh application level,
plus each newtor world can also be set to run parallel microthreads internally.
on a side note, I do not know why by the linux 64 version seems to run like 5 to 10 time faster than any other version.
The destruction demo takes about 15 secunds to build the database in win64, but the linux 64 does in like 2 or 3 secunds, I verified several time if there is a bug and each time the results is repeated.
I do not know why by I take it.
Windows_SDK_2.13
Linux32_SDK_2.13
Linux64_SDK_2.13
this is version replaces 2.11 (ther were few bug due to some refactroing toll) Plus if you are using 2.11 get 2.12
The destruction is not fully completed yet but there are some important bug fixes
Windows_SDK_2.12
Ok this is part one of the feature I was working tha pass two weeks, it is not fully completed since I still do not have the complex destruction yet but that will come with next Beta,
In the meantime, here it something something for those interested.
Windows_SDK_2.10
Because I underestimate the time that will take me to implement the feature I am working on, and there are 5 or 6 bug fixed that some people are waiting for, I am releasing beta 2.09
I thought I was going to be ready in the last Labor Day long week end but I was wrong.
Hopefully in one more week I will be ready to introduce it with Beta 2.10
Windows_SDK_2.09
The performance gains are as follow fo rtshi eversion are
PC 30% faster in 32 bit mode when using x87 mode (SSE is marginally faster)
Mac 200% faster than any other previous version of Newton on Intel Mac.
Linux 200% faster in all versions (32 and 64 bit).
Linux for some inexplicable reason had become the fastest version of Newton ever.
Twice as fast the windows and a bit faster than the Mac, although I cannot verify this since my PC run at a faster speed than my Mac Pro.
My guess is that they both are the same speed since they are build with GCC 4.3.1 with the same compiling options.
For the Iphone I do not know but I am usin teh same GCC flags, so maybe we also getting a 3 fold speed up (yea like that is going to happen, but it will be nice)
Mac_SDK_2.08
Windows_SDK_2.08
Linux32_SDK_2.08
Linux64_SDK_2.08
This perfects the Player Controller joint and the also fixes the Camera bug in the SDK demos.
Now player Controller should runsvery smooth all over the level mesh.
Mac_SDK_2.07
Windows_SDK_2.07
Linux32_SDK_2.07
Linux64_SDK_2.07
This fixes all laster bugs for all platform.
It added some more Joints to the C library, plus the Player Controller is now functional.
The IPhone is now builds with Mac SDK 3.0, so it should be much faster on 3G iPhones and secund generation iPots
note: the camera bug in the SDK makes the player controller looks bad, you should check it out in the WIKI tutorials.
Mac_SDK_2.06
Windows_SDK_2.06
Linux32_SDK_2.06
Linux64_SDK_2.06
This 2.06 beta fixes the Invalidate cache bug plus teh crash bug using SSE, It also add and optimization of the broad phase that should make the collision appreciable faster and more robust,
especially in scenes with many clustered objects.
Thanks to Mark from the forum for point out the Bug and exposing it it.
Now I am ready to complete the Car in the tutorials
The first installment the begginers tutorials are on the wiki, this includes fully working IPhone/Ipot touch tutorial
Begginers Tutorials
Beta 2.04
Mac_SDK_2.04
Windows_SDK_2.04
Linux32_SDK_2.04
Linux64_SDK_2.04
There is an interface change in the collision creation function that now takes the shape ID as construction parameter.
This is necessary for using the collision shape as material ID. This allows for the creation for unified material system the can use per body and per shape IDs.
There is a problem with the Player controller camera in the SDK demos; this is due to the Camera update being called before the Physics update which make the camera
go one frame behind the Scene. Changing that order breaks all other other demos, so for now I let stay that way.
There is some modification on the Car joint, the demo is still incomplete, but the completion of these demos will not affect the Engine.
Ok I put the Beta 2.03 (only the PC build for now)
Windows_SDK_2.03
It fixes the Bug with the Ray cast car the only allowed set car oriented along the x local axis, now the chassis matrix that define the car orientation works as it should.
With this feature the use will not have a physically rotate the car geometry, setting the proper chassis matrix will do the trick.
For example to create a car joint with a car moving along the x axis you can do this
1 0 0 0 // car direction of motion in local space
0 1 0 0 // up vector In local space
0 0 1 0 // tire rotation axis in local space
0 0 0 1 // always zero vector
// if your can geometry is oriented alone the z asis , then you set the chassis matrix to this
0 0 1 0 // car direction of motion in local space
0 1 0 0 // up vector In local space
-1 0 0 0 // tire rotation axis in local space
0 0 0 1 // always zero vector
The Beta also introduces the framework for the upcomming Visual debugger.
These are the link for each of the supported platforms
Windows_SDK_2.02
MacSDK_SDK_2.02
Linux32_SDK_2.02
Linux64_SDK_2.02
The Mac contain the Iphone and Ipot touch libraries. The Mac build should run out of the Box on Lepard with xcode 3.0 or better
These libraries replace the 2.00 SDK wich had a bug where bodies adquired a double speed if they collide with more than one static body at the once.
It also fixes an occational Ray cast bug when picking bodies.
These are the link for each of the supported platforms
http://www.newtondynamics.com/downloads ... n-2.00.rar
http://www.newtondynamics.com/downloads ... c-2.00.zip
http://www.newtondynamics.com/downloads ... .00.tar.gz
http://www.newtondynamics.com/downloads ... .00.tar.gz
Windows_SDK_2.00
MacSDK_SDK_2.00
Linux32_SDK_2.00
Linux64_SDK_2.00
The Mac contain the Iphone and Ipot touch libraries (solver is specially optimized).
Here is a small demonstraction of what is in stock in turn of game play, and performace of Netwon2
// Multibody Car demo
Multi Rigid Body Car Preview
// RaycastCar and ConvexCastCar demo
RayCast/ConvexCast Car Preview
This is courtesy of Master Dave Gravel (Master K00m)
It shows an assortment of RayCast and ConvexCast cars in a typical terrain and roads with few box to play around, the fiffrent cars driving model are expected to behave like vehicles in any high quality commercial game.
The source code for the exact car joint of the demo in included with the 2.0 SDK















