Newton GD in the latest Visual Studio

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Newton GD in the latest Visual Studio

Postby misho » Thu Aug 19, 2010 2:07 pm

Can someone provide bare minimum requirements (steps) for building a NGD project from scratch in the latest Visual Studio Express 2010 Please? I am really tired of all the incompatibilities with different versions of VS and the projects included in the tutorials. I don't even know how to obtain VS2003 or VS2006, how to get them working together, or how to integrate my other VS2008 or VS2010 projects.

Thanks a bunch,
Misho
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Thu Aug 19, 2010 3:07 pm

you just open the project, it should work out of thr Box
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Re: Newton GD in the latest Visual Studio

Postby misho » Thu Aug 19, 2010 3:50 pm

Well - I opened it in VS 2010, and it wanted to convert the project. Fine, I let it, but now, I am getting the following:


...
8>Project not selected to build for this solution configuration
9>------ Skipped Build: Project: Tutorial_102_AddingRigidBodies, Configuration: Release Win32 ------
9>Project not selected to build for this solution configuration
10>------ Build started: Project: Tutorial_101_GettingStarted, Configuration: Release Win32 ------
10> Invalid number of parameters
10>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(103,5): error MSB3073: The command "xcopy "/x32/JointLibrary.dll" "../bin/x32/*.*" /F /Y
10>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(103,5): error MSB3073: :VCEnd" exited with code 4.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 9 skipped ==========


I HAVE set the Environment variable NEWTON_HOME=C:\Newton\NewtonWin-2.24\sdk
It is as if it doesn't see the Environment variable.

Any thoughts?
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Thu Aug 19, 2010 4:46 pm

I guess, the beginners tutorials need to be build with 2.24,
Ok I will check that tonight and make sure they build correctly.
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Re: Newton GD in the latest Visual Studio

Postby misho » Thu Aug 19, 2010 4:51 pm

Okay - I was successful in building "GettingStarted" tutorial using VS2010... A few things you may update in the instructions:

An environment variable must be set on "My Computer/AdvancedSystemSettings", NOT inside Visual Studio

The projects look for a few misnamed dlls/libraries, namely JointLibrary.dll/JointLibrary.lib ... the supplied libraries are dJointLibrary.dll/dJointLibrary.lib

Misho
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Thu Aug 19, 2010 5:35 pm

yes you are correct, I will fix it, thank you.
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Fri Aug 20, 2010 11:27 am

Ok I fixed the project, now it works with SDK 2.24
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Re: Newton GD in the latest Visual Studio

Postby misho » Fri Aug 20, 2010 11:51 am

Julio - thanks! So - are the new tutorials available for download from the Wiki page?

I got mine working so I'm not sure if I need to get them again...

Also - Could I request a simple Compound Object tutorial, something between "AddingRigidBodies" and "AddingJoints"? Thanks!!!

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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Fri Aug 20, 2010 1:41 pm

yes they are in teh wiki same url.
you can download it and unpack it in a different folder and try again, that way you protect you work.

I think one of the tutorial does add compoung collision.
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Re: Newton GD in the latest Visual Studio

Postby kallaspriit » Thu Aug 26, 2010 8:14 am

Is the renaming from JointLibrary.lib and dll to dJointLibrary permanent or was it accidental in last version?
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Thu Aug 26, 2010 9:41 am

Not, when I was doing the collada changes I saw the the name of the project was JointLibrary while all others started with a lower case d, so I remame the project to dJointLibrary for consistency.

The project uses teh ProjetName Macro to make the name of the outfile.
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Re: Newton GD in the latest Visual Studio

Postby kallaspriit » Thu Aug 26, 2010 10:16 am

Ok, I updated OgreNewt to use the new naming convention.
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Thu Aug 26, 2010 1:55 pm

Hey Kalla was OgreNewt updated to use the late version of Ogre. Last time I used it it was still using ogre 1.6
and it could not get it to work with 1.7
I ask because I am about to complete the Blender import/Export of alchemnedia in script.
so I want to Integrate the new alchemida into OgreNewt.

If you remember the last time I stopped because of the diffculty of loading complex articulated scenes into Ogre.
I was looking at somethong called Ogre.net but it was poor implemented format and also too specific to Ogre.

with Alchemdia, a cuple of Plug ins, Blender and Milk Shake for now. Plsu later on teh Newtopn Alchemedia Editor
I believe it will simplify much of the confusion many OgrNewt users are having getting content into Ogre using OgreNewt.
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Re: Newton GD in the latest Visual Studio

Postby kallaspriit » Thu Aug 26, 2010 3:12 pm

Yes, I have updated OgreNewt to work nicely with Ogre 1.7, let me know if you have trouble setting it up and I'll be clad to help :)
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Re: Newton GD in the latest Visual Studio

Postby Julio Jerez » Mon Sep 20, 2010 9:23 am

Ok I update OgreNewt to SDK_2.25
http://www.newtondynamics.com/downloads/UpdateToNewton25_VS9.patch

you need to download 2.25 from this download, before you apply the patch
http://www.newtondynamics.com/downloads/NewtonWin-2.25.rar
SDK 2.25 is not in the download yet because there a bunch of demo that at no ported to use the new file format yet.

Basically you apply the patch and the you can call a new function in OgreNewt
Code: Select all
class World {
   …   
            void SaveAlchemediaPhysics (Ogre::String name);
}

Later I will add more funtionality, bu this is sufficient to exports and simple scenes made out of rigid bodies and simple collision shapes.
This will be the new way the Newton will be debugged, by modeling scene in a data drive way.
To see if you scene look right there is also a Blender Plug-in you can try loading the scene in blended before you posted.
Then we can find out what is wrong if there is anything wrong that is.
SaveAlchemediaPhysics does no export the visual mesh, just the physics and use collision shape as visual proxies,
There will be a function to save the complete scene, Graphics and Physics.
The idea is the people can import, scene into the Newton Editor, and model the Physics and graphics world like a Level editor.
The editor is in early stage still, but the basic functionality is there.
This week I am adding the LUA integrations as all of the functionality of the editor will be Script driven.
It will also support C++ or other languages but I believe the interpreted scrip is a better way to extend it.

Also Kella SDK 2.25 come with a high quallity convex aproximation function,
Basically you cna crate compoul collision from an comples mesh in one call.
Later I will add and Ogre demo of this new feature I wanet to get in for long time.
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