Share with us how are you using the powerrrr of the force
Moderator: Alain
by macdeath » Sun Mar 08, 2009 12:50 pm
Hi!
I try to use Newton 1.53 in my own engine. I start with the tutorials from bakura10 (
http://bakura.developpez.com/tutoriel/physique/newton2/)
Here a little demo
http://thedoomingproject.free.fr/PUBLIC ... 3_2009.zipThe input :
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left mouse move free camera
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a change from free cam / camera 1 /camera 2 / camera 3
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F1-> f6 change render mode
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2-8 accelerate /break
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4-6 turn left / right
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ESC quit
- a lot of other key are linked to unused feature ( may crash )
This expose my problem : I just can't find good value for mass/inertia/torque/spring parameters... :/
The text debug information on tyre are torque for each one.
PS:
- I use an AZERTY keyboard, I hope that bidding is the same on QWERTY
- Sorry for my poor english -_-
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macdeath
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by macdeath » Tue May 19, 2009 5:10 pm
Hi!
I am back again!
I download the last offical beta and update the integration in my engine.
After some tweak on CustomDGRayCastCar to make it compatible with my Z oriented world I finally make the car ...with the same problem!
Afters hours of try& error, I finally try to divide all my dimension by 100...and every work just fine now!!
I'm not a master on Physics neither NGD, but I will be curious why a car with BBox of (300,200,200) can't work where a (3,2,2) work. Does this deal with error accumulations?
Hope that will help for other newbies like me ^___^
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macdeath
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by JernejL » Tue May 19, 2009 5:15 pm
For optimal use of floating point accuracy range most games use 1 unit = 1 meter ratio, and you had a 300 meters long car..
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JernejL
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by macdeath » Tue May 19, 2009 5:18 pm
Delfi wrote:For optimal use of floating point accuracy range most games use 1 unit = 1 meter ratio, and you had a 300 meters long car..
In UE3, 1UU = 2cm..but perhaps the have a factor when sending values to Physic engine?
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macdeath
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by JernejL » Tue May 19, 2009 6:31 pm
You have to understand that 32 bit floating point has a limited precision range, that's why nobody uses such large ranges, usually it's good to get all your game world into 4096/4096 box MAX size, and use 1 unit as 1 meter reference...
when you go beyond the useable floating point range, strange things start to happen due to imprecision.
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JernejL
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by macdeath » Wed May 20, 2009 4:26 am
Ok, my bad UE3 use also a factor in order to have a physique world with unity = meter.
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macdeath
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by Julio Jerez » Wed May 20, 2009 8:19 pm
Get newton 2.0 it is much better at handling thies scale ussues.
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Julio Jerez
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