A place to discuss everything related to Newton Dynamics.
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by Dave Gravel » Wed Jan 21, 2009 3:54 am
Here a quick alpha test version, just to show my progression.
The vehicle is setup to work in 4x4 traction
http://orionx3d.googlepages.com/Basic_R ... 19_dll.zipThis demo have a random crash normally it working good, but it's possible that you get a error and the demo close by self.
I work to fix it currently and I work again on the vehicle raycast implementation, the vehicle need brake and some more configuration var.
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Dave Gravel
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by TheoLogic » Wed Jan 21, 2009 9:44 am
Looking good k00m, no crash here btw.
Maybe alter weight a bit, it seems to fly very far when jumping.
But like we have almost no jumps, this would be perfect. Joshua, could you give a status on the implementation?
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TheoLogic
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by Leadwerks » Wed Jan 21, 2009 12:05 pm
Well, as soon as the C interface is ready, I can just drop the new DLL in and it will work the same. I don't think the commands will be any different.
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Leadwerks
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by TheoLogic » Wed Jan 21, 2009 12:20 pm
Who's working on that C interface?
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by Dave Gravel » Wed Jan 21, 2009 12:42 pm
Here I working on my personal vehicle raycast implementation and dll interface for use with JointLibrary.
I think to out the code and all today, I working to finish some feature to can get better vehicle configuration.
I back here to post a link when it is ready.
Remember you this experimental vehicle is write from me helped by the existing julio code and it is very experimental,
but you are free to use it.
I have separate all code on new files and I have rewrite my personal dll interface to use it, on this way i'm sure user don't make confusion with the real newton vehicle code.
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Dave Gravel
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by TheoLogic » Wed Jan 21, 2009 12:56 pm
I don't have access to the leadwerks engine, so I hope Josh can implement this without to great of a trouble...
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TheoLogic
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by Julio Jerez » Wed Jan 21, 2009 3:28 pm
I do not know where is at foprm Leawerside, but this is what it is at this point.
Master K00m is helping me out with that.
He can work with Leadwerk directly since he is contributing this work to teh SDK.
ttp://orionx3d.googlepages.com/Basic_R ... 19_dll.zip
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Julio Jerez
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by TheoLogic » Thu Jan 22, 2009 8:43 am
Could I get an update? We really need this to test the multiplayer.
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TheoLogic
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by Julio Jerez » Fri Jan 30, 2009 8:02 pm
If you are reading this I am curious as if you get the car joint going?
I will hate myselft I we were the cause of you not completing your scholl project on time.
Dave Gravel (Master Koom) did a very good job, and he is still making great improvement, but I do not know if you are getting them.
Please respond.
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Julio Jerez
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by TheoLogic » Mon Feb 02, 2009 4:02 am
Exam has passed, we didn't finished it completely but it's pretty drivable with multiple players over network. Some screenshots can be found here (URL), and I'll update video soon too, but we are all like taking a little break we really needed
http://forum.leadwerks.com/viewtopic.php?f=32&t=2465
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TheoLogic
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by TheoLogic » Mon Feb 02, 2009 11:40 am
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by Leadwerks » Sat Feb 14, 2009 6:56 pm
I need to be able to control the axis of the tires. Right now they rotate around the z axis, which is a little weird. I want to make them rotate around the x axis. Is this possible right now?
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by Dave Gravel » Sat Feb 14, 2009 7:13 pm
The tire depend from the chassis matrix just to rotate your chassis...
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Dave Gravel
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by Leadwerks » Sun Feb 15, 2009 3:45 pm
Okay, thanks. I thought that was not working yet in a previous version.
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by Dave Gravel » Sun Feb 15, 2009 3:56 pm
About the matrix and tire rotation, nothing have change from the first version it using again the same method and same matrix row.
If it have change it coming from your implementation.
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Dave Gravel
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