http://newtondynamics.com/forum/downloads.php
Can anyone comment, or compare this library with other implementations? Pros and cons, etc? I'd be interested to hear from those who had some experience using this lib.
Newton Game Dynamics now open source
It's hosted on code.google.com btw: code.google.com/p/newton-dynamics/
What I really like about Newton - it has very clean API. It's very easy to understand API just by reading Newton.h header file. Newton also is very easily P/Invoke'able from .NET managed world because of its C API. Previously I have used Newton in my little games (both C++ and C#) with good success.
What I really like about Newton - it has very clean API. It's very easy to understand API just by reading Newton.h header file. Newton also is very easily P/Invoke'able from .NET managed world because of its C API. Previously I have used Newton in my little games (both C++ and C#) with good success.
This is definitely good new!
I used Newton in one smaller project (related to OGRE3D so there is a small wrapper for it) and I found it fine but I dunno how it works in large projects.
It is really simple, there are several examples available, just try it.
I used Newton in one smaller project (related to OGRE3D so there is a small wrapper for it) and I found it fine but I dunno how it works in large projects.
It is really simple, there are several examples available, just try it.
Sorry if I'm sidetracking the thread...
There seems to be little information on a .Net wrapper for Newton. What searching I did didn't come up with much recent information (a sourceforge project from back in 2004, and a few other forum posts). Does anyone know if there is an actual .Net wrapper for it? If not, [color="#1C2837"]MartinsM, you mentioned that you were able to wrap things fairly easily?
There seems to be little information on a .Net wrapper for Newton. What searching I did didn't come up with much recent information (a sourceforge project from back in 2004, and a few other forum posts). Does anyone know if there is an actual .Net wrapper for it? If not, [color="#1C2837"]MartinsM, you mentioned that you were able to wrap things fairly easily?
Yes, existing wrappers was either outdated or too primitive/incorrect.
I just wrapped C API functions that I needed myself using P/Invoke. It's really easy. Only tricky thing is to watch out about when you need/want to free the Newton resources (world/body/collision/joints) - but that is problem with C# in general when you are wrapping any unmanaged resources.
I just wrapped C API functions that I needed myself using P/Invoke. It's really easy. Only tricky thing is to watch out about when you need/want to free the Newton resources (world/body/collision/joints) - but that is problem with C# in general when you are wrapping any unmanaged resources.
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