NewtonPlayGround 1.53 (Updated on 22.10.2006)

Share with us how are you using the powerrrr of the force

Moderator: Alain

Postby Stucuk » Fri Feb 10, 2006 1:06 pm

So hopefully this wont let my traffic limit explode


if u need a mirror for the download just ask (iv got quite a bit of BW just sitting around doing nothing. 78GB left this month)
User avatar
Stucuk
 
Posts: 801
Joined: Sat Mar 12, 2005 3:54 pm
Location: Scotland

Postby Stucuk » Fri Feb 10, 2006 2:59 pm

Bugs

NewtonPlayGround 1.51
Build 10_02_06

(Basic) Sphere Stresstest
Description of the occured exception :
Type = EConvertError
Message = '2,5' ist kein gültiger Gleitkommawert


(Joints, Dampers) Buggy with hinge suspensions
Description of the occured exception :
Type = EConvertError
Message = '4,52548360824585' ist kein gültiger Gleitkommawert
User avatar
Stucuk
 
Posts: 801
Joined: Sat Mar 12, 2005 3:54 pm
Location: Scotland

Postby Sascha Willems » Fri Feb 10, 2006 3:02 pm

Nahh...not again the dreaded comma. Thanks for posting, I'll take the update down until I fixed that. :cry:
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Sascha Willems » Fri Feb 10, 2006 3:26 pm

The download is back up and now hopefully there won't be any more errors due to a wrong decimal separator (I'm feeling a bit stupid with this issue coming up so often :oops: I think I'm getting too old for all this).

So please redownload it if you're having those errors and thanks for that huge pile of feedback, it's great to see that people like my creation.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Sascha Willems » Fri Feb 10, 2006 7:11 pm

I always wanted to create a bike within Newton, so I quickly put this together (it's no beauty, but basically it's how a bike's suspension works) :
Image

Download :
http://newton.delphigl.de/newtonplayground/SimpleBike.xml

It uses a slider (with damper) for the front part and a hinge (with damper) to connect the back part (called "Schwinge" in german, dunno the right word in englisch) with the front part. And if you try it out, you also can see that it stands straight and won't fall over, even if it's dropped down from a higher position. One thing not possible is tilting of the steering part, but that could also be easily added, this was just meant as a quick try to see if/how such a bike would turn out.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby _Tux_ » Wed Feb 15, 2006 3:28 pm

sascha, that scene doesnt have any joints saved so the bike falls apart :(
_Tux_
 
Posts: 81
Joined: Wed Sep 08, 2004 10:38 am
Location: UK

Postby Sascha Willems » Wed Feb 15, 2006 4:26 pm

Oh, uploaded the wrong version. I normally do incremental saves (bike1, bike2, bike3) to be able to easily revert to an earlier stated and I uploaded the first iteration with only the bike itself.

I uploaded the fixed one, so please redownload and thanx for pointing it out.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Julio Jerez » Thu Feb 16, 2006 2:37 am

I receieve an email from a person concerned with the engine and the play ground. Here is the text of teh email
The moterized beam gives the other beam too much velocity. The bug is highly
reproducible. Just run the attached file.


and here is the file.

<?xml version="1.0" encoding="ISO-8859-1"?>
<root xmlns="root"><fileinfo ID="NewtonPlayGround (2004-2006 by Sascha Willems)
XML-File" Version="1.0"/><globalsettings newtonframerate="300" gravity="9.800"
modelsolver="0" modelfriction="0" visualizejoints="False"
skyspheretexture="1.jpg"/><camerasettings mode="default" state="0" position="0.000
0.000 0.000" rotation="67.500 -37.500 0.000" zoom="-44.800"/><treecollision
filename="env_default.x" startmatrix="1.000 0.000 0.000 0.000 0.000 1.000 0.000
0.000 0.000 0.000 1.000 0.000 0.000 0.000 0.000 1.00" massmatrix="0.000 0.000 0.000
0.000" color="0.000 0.000 0.000" lineardamp="0.000" angulardamp="0.000 0.000 0.000"
continuouscollision="False" caption="" springcount="0"
material="default"/><primitives count="4"><primitive0><box size="1.000 1.000 1.000"
freezed="False" startmatrix="1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
0.000 1.000 0.000 0.000 2.000 0.000 1.00" massmatrix="0.000 0.000 0.000 0.000"
color="0.000 0.000 0.000" lineardamp="0.100" angulardamp="0.100 0.100 0.100"
continuouscollision="False" caption="" springcount="0"
material="default"/></primitive0><primitive1><box size="30.000 1.000 1.000"
freezed="False" startmatrix="1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
0.000 1.000 0.000 0.000 1.000 0.000 1.00" massmatrix="200.000 33.333 15017.000
15017.000" color="0.239 0.929 0.067" lineardamp="0.100" angulardamp="0.100 0.100
0.100" continuouscollision="False" caption="mass=200" springcount="0"
material="default"/></primitive1><primitive2><box size="1.000 1.000 30.000"
freezed="False" startmatrix="1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
0.000 1.000 0.000 0.000 1.000 20.000 1.00" massmatrix="2000.000 1.5017E005
1.5017E005 333.330" color="0.165 0.804 0.231" lineardamp="0.100" angulardamp="0.100
0.100 0.100" continuouscollision="False" caption="mass= 2000" springcount="0"
material="default"/></primitive2><primitive3><box size="1.000 1.000 1.000"
freezed="False" startmatrix="1.000 0.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
0.000 1.000 0.000 0.000 2.000 20.000 1.00" massmatrix="0.000 0.000 0.000 0.000"
color="0.635 0.412 0.435" lineardamp="0.100" angulardamp="0.100 0.100 0.100"
continuouscollision="False" caption="" springcount="0"
material="default"/></primitive3></primitives><ragdolls count="0"/><vehicles
count="0"/><buoyancyvolumes count="0"/><joints count="2"><joint0><hinge
pindir="0.000 1.000 0.000" damperenabled="False" k="128.000" d="4.000"
childbodytype="rigidbody" childbodyID="1" childbodysubID="0"
parentbodytype="rigidbody" parentbodyID="0" parentbodysubID="0" pivotpoint="0.000
2.000 0.000" collidable="False"><motor enabled="True" enablelimits="False"
acceleration="1.000" damping="0.250" minangle="-45.000"
maxangle="45.000"/></hinge></joint0><joint1><hinge pindir="0.000 1.000 0.000"
damperenabled="False" k="128.000" d="4.000" childbodytype="rigidbody"
childbodyID="3" childbodysubID="0" parentbodytype="rigidbody" parentbodyID="2"
parentbodysubID="0" pivotpoint="0.000 1.000 20.000" collidable="False"><motor
enabled="False" enablelimits="False" acceleration="1.000" damping="0.250"
minangle="-45.000" maxangle="45.000"/></hinge></joint1></joints><TMaterialManager
materialcount="1"><material0 name="default" settingssetcount="1" isspecial="False"
specialid="0" specialv1="0.000 0.000 0.000" specialv2="0.000 0.000 0.000"
specials1="0.000" specials2="0.000"><settingsset0 othermaterial="default"
collidable="1" staticfriction="1.000" kineticfriction="0.500" elasticity="0.400"
softness="0.050" continuouscollision="0"/></material0></TMaterialManager></root>

maybe you have a better idea of what does it means.
Julio Jerez
Moderator
Moderator
 
Posts: 12425
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles

Postby Sascha Willems » Thu Feb 16, 2006 6:49 am

Very odd, I really don't see where the problem should be. Im no physics expert, but from my point of view the scene behaves exactly like it should, so maybe just ask him to join the forums and describe exactly what he means.

Maybe his problem is that the motor doesn't loose energy (dunno how to exactly describe it in english) when there is a resistance?

P.S. : Here is the scene posted above in XML form. Maybe others (that know more of physics) can see what that users want's to tell us.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby Sascha Willems » Wed Mar 01, 2006 5:12 pm

The days after :
Well, Feedback has been so-so. NPG has been downloaded far over 2000 times already and besides the feedbacks on the boards I posted (with the Newton board being the biggest source of useful feedback) there hasn't been any feedback at all (no single E-Mail, no user-submitted scenes). So I'm a bit disappointed, but maybe this will change, so my past experience showed that the ratio between downloads and feedback of my games/stuff has been real big, with about 1 E-Mail in 10 thousand downloads.

Future :
I just started about thinking another game idea (since I'd like to start something new now that NPG is out of the doors) and began proto-typing in NPG itself. Here are some screens :

Image Image Image

Right now I don't know if I'll make it into a full game, but I started to think on the story and background of the game. It may at some point become a post-apocalyptic racinggame with weapon-enhanced cars that battle and race it to death.

But finally NPG got handy for me too, so instead of having to code a new demo to test out my idea I just made the 3D models and tired it out with NPG, which gave me an instant idea of how my vision would look like.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby kallaspriit » Wed Mar 01, 2006 5:58 pm

I think NPG could be more then a demo tool for showing off what newton can do. It could be a Newton visual editor for setting up complex scenes. You would provide some kind of interface for importing created scenes into your own application that we could use. If you make one just for DX, community will follow and make it work with different graphics engines like Irrlicht and Ogre. The concept needs some thinking over but I believe that there are many people interested in such tool, atleast I am. It is very hard to create such complex joint setups like in the demos but doing it in NPG is really simple.

Is this thinkable? Anyway great work on the NPG :P
kallaspriit
 
Posts: 216
Joined: Sun Aug 14, 2005 6:31 pm

Postby Sascha Willems » Wed Mar 01, 2006 6:34 pm

That's exaclty what the XML-Import/Export feature is supposed to do. You save your scenes to a human readable XML-Format, so that it's very easy to later on load the scenes into your own applications/demos. So as I wrote on the page for NPG you can use NPG for creating maps/levels/scenes for your games, demos or applications.
User avatar
Sascha Willems
Moderator
Moderator
 
Posts: 346
Joined: Fri Aug 27, 2004 10:18 am
Location: Germany

Postby kallaspriit » Thu Mar 02, 2006 1:13 am

If you shared your loading code then more peaople would get into it, everyone wouldn't have to figure it out themselves and converting it to other graphics engines should not be too hard.
kallaspriit
 
Posts: 216
Joined: Sun Aug 14, 2005 6:31 pm

Postby walaber » Thu Mar 02, 2006 2:22 am

the file format couldn't get much simpler... and the loading code is still project-dependant.

just to grab a library like tinyxml and use it to parse the XML file... and grabe the information you need for your app!
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
User avatar
walaber
Moderator
Moderator
 
Posts: 393
Joined: Wed Mar 17, 2004 3:40 am
Location: California, USA

Postby dazza » Thu Mar 02, 2006 3:28 am

I Agree Walaber,
I hadn't really considered using NPG to create scenes for my Game, but looking at it today made me reconsider, it has some excellent features.

I'll look at writing a simple parser in CPP, and release the source for all CPP Programmers to use.

Cheers
Dazza
Darrin Hurd
Programmer
Image
User avatar
dazza
 
Posts: 20
Joined: Thu Jun 16, 2005 11:06 pm
Location: Christchurch, New Zealand

PreviousNext

Return to User Gallery

Who is online

Users browsing this forum: No registered users and 0 guests