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tomek_zielinski2

Newton Game Dynamics - 3 platforms supported!

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Yes! I'd recommend Newton to anybody interested in a physics engine, it was a deam to use and integrate, with a simple API, powerful options, new Custom User Joints for flexibility, and WAY easier to use than ODE (and Novodex, but honestly I didn't look into Novodex deep enough. Newton Was "it"...)

Go Newton!

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I liked Newton a lot from the 3 completely free engines...but they've got to speed up the solver somehow. It still can't compete with the rest in terms of actually getting things done quickly.

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Quote:
Original post by Promit
I liked Newton a lot from the 3 completely free engines...but they've got to speed up the solver somehow. It still can't compete with the rest in terms of actually getting things done quickly.


In fact, there are 3 solver modes now in latest patch, so you can choose speed and accuracy you want. But I figured that it's not solver thing - it's collision detection part that slowing things the most. Newton has very reliable CD but it's quite slow comparing to other engines. But there are many tricks that allows to speed it up.

A a small proof, I encourage you to download following videos and see Newton in action:
http://www.tmreality.com/destruction.avi
http://www.tmreality.com/seaside.avi

It's complete game made with Newton and the only speed issue was rendering performance.

Tomasz Zielinski
TMReality

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There are more games that use Newton.

But if it's still too slow then custom solver or collision library could be used.
That mix should be interesting as Newton is powerful library and swapping only one r two components while using the rest should make explosive mix

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Guest Anonymous Poster
http://newtondynamics.com/forum/viewtopic.php?t=1408&start=15

there was a bug with newton's mesh optimizer. maybe that caused the low collision performance?

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Here's something that may be of interest to all of you; over at the OGRE forums, a member of the community over there, monster, has been working on a wrapper that nicely packages several different physics engines together.

The engines can't react with each other, of course, but the cool thing is, you can call any library you want and check out how each engine handles the given situation, without having to figure out different syntax and whatnot for each individual engine to find the same results. Once you write the code to do it once, the only thing needed beyond that is to select the engine you want to use. Here's the thread.

According to monster's estimates, it should be available sometime around the end of the month, which isn't long. This project also isn't specific to OGRE, monster says in the thread that he's simply using OGRE as the graphical output, but the whole thing can be dropped into pretty much any project [smile].

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