Hello.
I'd like to use Newton for a minigolf simulation in 3D GameStudio, using VeT's Newton wrapper. The wrapper works by adding meshes of models with certain flag set, as faces to Newton. Unfortunately I've stumbled upon a serious problem. Suppose my level is created from blocks or models like in this test case:
http://www.elwico.pl/~ender-sz/work/minimal.src.zip
The archive includes all sources and a release version, if you haven't got GS7. The main script is minimal.c; newton_* are the wrapper files.
Z pushes the ball
My expectations are that the ball rolls normally on those adjacent models, without bouncing from their edges, and doesn't tunnel through the final model - lifted a bit to act as a wall. The latter is achievable by enabling continuous collision mode, but still is not 100% secure (and probably will never be exactly 100% as far as I understand physics engines, but let's say I'd like it "even more secure").
From reading your forum, I learned that what also helps with fighting with the tunnelling, is updating Newton much faster than the game engine's FPS. The question is - will it also help with bouncing-on-edges problem? Also, can using Newton's double float instead of float version help with this issue?
An important thing to mention is that I'm still using version 2.00, because this is the only version which is supported by VeT's GS7 wrapper. If the edges bouncing problem has been addressed in new releases (has it?), I'll happily betatest it, but first we must rework the wrapper. I could also improve the test case, like adding a debug message, repositioning of the ball, or anything you like.
Cheers,
Enjo