Follow up to the last post (and more)

So I finally implemented the new DirectX 3D file format (I mentioned in the last posting, the terrain and vehicle in the screenshot are loaded from .X files) into the NewtonPlayGround. It wasn’t really much work and I also did some more additions to the loader. It now loads textures into a global texture pool, which saves much memory when you have several meshes with the same texture in one scene (e. [Read More]

Switching formats

So I’m doing 3D coding for quite some time now (over 6 years afair, at least with OpenGL) and the only 3D file format I’ve used in all those years was the 3DS - format, which is still widely used (due to the fact that almost every 3D modeller can export/import it and there are plenty of loader) but by nowadays standards totally out-dated. And due to it’s age this format has some drawbacks that recently made me want to get rid of it. [Read More]

Porting the NewtonPlayGround

Porting small demos (like the SDL-Newton demos) is something trivial, but porting such a big application like the NewtonPlayGround is a rather hard and also time-consuming task, so I’ll have to put some thoughts into this before making decissions that I later on may regret. Porting it to other OS’es than Win32 was initially not on my list, but Dominique Louis pointed out that I should use SDL to start with porting, but sadly that’s not the only thing that needs to be done. [Read More]

Springtime

…is gladly over as I prefer winter. But the title is there to describe the latest addition to the NewtonPlayGround, namely Springs. Implementing them was rather easy, and I took my informations on springforces from this article. Right now there are only unlimited springs in, but I also plan on implementing limited springs. If you’re interested, you can see a video of the newly added springs here (1.75 MBytes, WMV). Depending on how you use them they give some nice, unpredictable (at least for humans) results that make for some great fun. [Read More]
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Cel Shading

Some time back I already did two demos on cel-shading, which is an easy to implement technique to give a whole scene a comic-like look. It’s especially good-looking on scenes that aren’t too complex and incoroprate mainly basic primitives. So I decided to put this render mode into the NewtonPlayGround : As you can see when comparing the two shots (Well, in case you didn’t realize it : the left one has cel-shading on, the right one not) cel-shading really gives that scene some unique and interesting touch. [Read More]

Newton's new Vehicle Container

It has long been promised and finally it’s gonna happen : Newton’s overhauled vehicle container is on the way. And luckily I’m an SDK developer, so I already have access to the new beta SDK and implemented it directly into my current build of the NewtonPlayGround. And with one word : awesome. The container prior to 1.35 was not only inflexible but also very hard to configure. Creating vehicles with a stiff suspension was almost impossible and getting a vehicle to react the way you wanted it to react often took hours of testing and tweaking. [Read More]
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Different Shadow Techniques

This time it’s not a topic about physics, but about rendering. One important thing that gives the user a feeling about how a body is positioned are shadows. Since shadows are a nature given “feature” of reality everyone will be able to at least guess the position of an object by the size and perspective of it’s shadow. A very small shadow usually tells you that an object is far above the shadowed object, and the bigger the shadow get’s the closer the object approaches the shadow receiver. [Read More]

NewtonPlayGround again and Dawn of War Addon

So yesterday I finally finished getting motorized and limited joints to work in my NewtonPlayGround. This means that hinges and universals can now not only be motorized but they also can be limited and the motor then will change it’s direction after one of the limits is reached. This is especially interesting for creating complexer walkers which e.g. have a walk cycle. So on a quick test I put together a humanoid walker that almost walks on two legs using those motorized and limited joints. [Read More]

It's walking

As a follow-up to my last post where I showed you a first version of a more complex walker I was building using the newly implemented features for my PlayGround I now have a video (WMV, 2.7 MBytes) of a more simple walker walking around. Due to a bug in the current beta of Newton, the legs of the other more complex walker won’t work as supposed, so I just created this more simple walker and will start getting the other one to walk as soon as this bug is corrected (Julio, the main head behind NGD already is working on it. [Read More]
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What I'm currently working on

I had some hours to spare recently, so I decided to put in some new features into my NewtonPlayGround. Some of you know that tool, it’s an app for showing off what the Newton Game Dynamics engine is capable off. It allows the user to create it’s own scene (even very complex ones) and play around with them, save them and even pass them around. The version currently in the makings will be released shortly after NGD 1. [Read More]
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