MiCroN wrote:- Reference counted collisions can't be used properly. When you need to create an X by X box (no pun intended), where X can be any value, you can't really take advantage of the reference counting.
You do not have to ref count you bodies,
You can call make unique righ after creation the body, and that will relinquish the ref count.
I suggest you do use ref count for efficiency.
MiCroN wrote:- materials groups are anoying when you have to set the collision between each group separately, hence
I use the default material and override it's settings.
Yes for litle knowledge of the Law of physics they are confusing, but that is how the laws of phsyics works.
Neverthenless you can use the method you want, you are telling me that because the material graphs is there in made less usefull?
MiCroN wrote:- the name collision seems odd :p
How would you name them?
MiCroN wrote:- the NewtonBodyGetOmega thing I mentioned here
And what that is?
MiCroN wrote:- no support for angular/linear motors like in ODE
This is no truth, Newton have a generic interface for making any king of find you want, the include all kind of the so call linear and angular motors.
MiCroN wrote:- less performance than ODE (but I haven't measured/profiled anything, just a scene in our engine with a lot of falling stacked boxes)
I believe that at the level of accuracy and stability of Newton, Newton is by fast the faster physics engine around, that include Physx and Havok, and all of the open source spin off commercial libraries by ex employees.
I am willing to put my money where my mouse is on this want.
MiCroN wrote:- Convex dynamic mesh, i'd also like a concave one :p
No concave mesh at this time
MiCroN wrote:- SetWorldSize, can't the world be sized automatically? (I know Havok has that as well, and I wonder about the same thing there)
Why?
MiCroN wrote:- documentation sometimes has strange comments
??
MiCroN wrote: - e.g. NewtonMaterialSetContactKineticFrictionCoef, had some kind of comment that the order of
setting kinetic/static friction was important, but i can't find it on the wiki now. Well, documentation is always an issue isn't it
if you new the basic law of Netonian physic the will be perfectly clear to you.
It means you cannot set the static coeficient of friction that in lower than the kenetic friction.
I did not invented that Law Coulomb did.
MiCroN wrote:- at first glance it's not clear how to make a static body. But that could just be me being set off track by ODE.
NewtonBodySetMass (body, 0, 0, 0, 0);
I do not think it can be easier than that, but how knows.
MiCroN wrote:- scaling can't be put in the matrix. That's ok, but if it's documented it'd be better.
Dynamics object can be scaled by using a shape scale modifier.
I did not want this to be a referendum on Newton vs ODE, nor do I want you rcondescendency about Netwon is an alternative to ODE because is easier to integrate.
You are the want making teh comparing an dpaintion teh Face of ODE into newton, and I will tell you Newton is not ODE.
Newton is what it is because it is how I made it.
If you think it is inferior and you and to map ODE into newton I suggest you continue using ODE and forget aboput newton SDK, plase let it go.
Good bye