Hi,
We chose to use the Newton Physics engine in our final school project. The game is a car game and we use DirectX 9. I converted all the calls to OpenGL in order to integrate Newton with DX to implement a simple sandbox with a few shapes that collide. However, we're having a really hard time to simulate a car using the special car joint. I have read and re-read the sample 9 in the SDK called Simple Vehicle (which is not simple at all) and my vehicle does not correctly worked. After almost a week, I thought I had done something cuz my wheels stood at the right place and turned correctly with the steering. So, I tried to shoot some spheres at the car to see if it collided correctly and BOUM ! the wheels and the car body went in all directions. What I'm not sure about is the rigid body (is it the body or a bounding box to the whole vehicle?) and all the matrices involved and how to setup the joint correctly cuz it does not work. I searched down the net for a couple of hours but didn't find anything about it since the doc is really absent.
Could you help me please ? (and prove me i have made the good choice of choosing newton instead of another physics engine for our project ?)