OgreNewt or Newton?

sebastieng

19-04-2006 04:16:53

I was wondering, for a multiplayer fps where the physics is mostly done on the server, is it better to use Newton and since theres no graphical interface or OgreNewt can do the job too? Is there any advantage of using OgreNewt since theres no graphics, like a more friendly api or something?

walaber

19-04-2006 06:18:38

well, OgreNewt is basically a full OOP wrapper of Newton, so if you want to integrate into an OOP style codebase, I think it's easer to use OgreNewt.

but it is completely dependant on Ogre datatypes, so if you're not using Ogre on the server, it'll be a pain to use OgreNewt.

sebastieng

19-04-2006 14:58:35

hehe thanks :D oh and btw, since i downloaded rc2, i cant compile the demo, im getting the following error

Demo03_CollisionCallbacks error LNK2001: unresolved external symbol "public: virtual class Ogre::Matrix4 __thiscall Ogre::MovableObject::_getParentNodeFullTransform(void)const " (?_getParentNodeFullTransform@MovableObject@Ogre@@UBE?AVMatrix4@2@XZ)
Demo03_CollisionCallbacks fatal error LNK1120: 1 unresolved externals

h3x0g3n

30-04-2006 10:00:37

Perhaps this post has the solution:
http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=1115

walaber

30-04-2006 18:56:04

I downloaded rc2 yesterday, and OgreNewt is compiling fine against it....

bravery

01-05-2006 09:19:09

yes Rc2 have no compilation problem with OgreNewt but in demo08 it will not compile, the problem is this function :

_getBindingPoseInverseTransform

I think you shou;d repleace it with the new function from RC2

thanks

OvermindDL1

01-05-2006 12:53:39

For note, I still instance Ogre on the server, I just do not start its rendering loop. I find its resource system quite useful, although restrictive since I cannot write back, but useful nonetheless. That is how my server/clients interact, and I am using newton, although I have not yet had physics bodies transmitted yet (working on a few other things first).