Starting with vehicles in 3.14

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Re: Starting with vehicles in 3.14

Postby JoshKlint » Mon Oct 31, 2022 7:41 pm

Julio Jerez wrote:A friend recently test the engine with a 64 cores tread thread ripper, and the engine scale scale linearly to 64 threads. He did 29000 bodies all pile up at over 30 fps.
but at the level, you become limited by the poor graphics.

You need the right engine. 8) See page 9:
https://s3.amazonaws.com/amz.xcdsystem. ... 105527.pdf

Are there are any examples of creating worlds, shapes, and bodies in Newton 4 besides the demo manager?
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Re: Starting with vehicles in 3.14

Postby JoshKlint » Tue Nov 01, 2022 3:26 am

It looks like the "hello world" code has the info I need to get started.
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Re: Starting with vehicles in 3.14

Postby JoshKlint » Tue Nov 01, 2022 3:59 am

It looks like it is not possible to include both Newton 3 and Newton 4 in a project due to conflicting templates? Have you considered putting everything in a "Newton4" namespace, since you are using C++ anyways?
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Re: Starting with vehicles in 3.14

Postby Julio Jerez » Tue Nov 01, 2022 5:37 am

That's not correct, both the twi sdk have differently prefict name.
I there people how are using both in tge same app
You can indeed use newton 4 as if it was a new physic layer in you app.
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