Hello,
I decided to update OgreNewt to the latest Newton 3.00
This is not just a port, this wrapper uses the dNewton class tool, which is an objected oriented encapsulation of the low level Newton API.
I took the best from the existing wrappers: OgreNewt and MinimalOgrenet and refactored it.
The wrapper is a 100% Ogre app, by this I mean it looks and feel just like an Ogre application, with not call to any external APIt include Newton.
I never had checkin access to the old OgreNewt therefore I made a new Google archive:
svn anonymous checkout.
http://ogrenewton.googlecode.com/svn/trunk/
latest stable releases:
ogreNewton-1.0.tar
The motivations for this are:
-I believe the current wrapper was abandoned, the last release was not even the latest Newton 2.xx release.
-The old wrapper could use some improvement code wise. On this, I hope people provide some feedback so that I can bring it to the Ogre standards as much as it can be.
-A move to promote the Newton core 300, I will also be making wrapper for other open source game and graphic engines like Open Scene Graph and Irrlicht.
-A respond to all of the misinformation about the Newton library that is floating around all over the Internet.
This first release contain three demos which in my opinion are the basics to get up and running with any physics library, they provide:
-Engine set up, how to create basic objects, and collisions,
-How to make a scene level mesh with Ogre BSP or static meshes
-Integration of the Ogre terrain system
These features are not mutually exclusive, but for clarity, I use then separate on each demo.
Note: the terrain demo is the first one that mixes both terrain and mesh geometry.
If you try this, please provide some feedback on anything you consider is right or wrong.
I still have more to do, I will be adding:
In the next week I will add: Player controller, Ragdolls and vehicles, destruction.
Also I will be making update as I add more features to the engine.
Julio