Best practices for Newton 2.x beta CustomJoints?

shoryuken

18-11-2009 21:47:47

Hi,

i started to play around with Newton (my first approach to implement a physics engine) and i came to the conclusion that the Newton CustomJoints library is the most important feature. Sadly, this library isnt precompiled with all their dependencies. I looked at the OgreNewt Sourcecode and I've found that melven reinvented the PlayerController. I started to reinvent the Hinge and some other CustomJoints (for a kinematic chain), when i looked at the CustomDGRaycastCar i realized: What a waste of Effort.

There are to options to use CustomJoints in ogre (and i dont like both of them ;-)) First the "Copy&Modify"-Method, a typical OpenSource Method, instead of working together :-P - what a waste of Effort.
Second, wrap them like OgreNewt itself. Therefor we have to include the dMath library, since those CustomJoints dont use Arrays anymore for Vectors, Quats and Matrices. And thats a huge problem, imo. There are two libraries which do almost the same and we have to convert the dMatrix into a Ogre Matrix, Quat and Vector XX times per second - what a waste of power.

What do you think?

best regards,

Christoph

kallaspriit

21-11-2009 14:57:53

This is being looked into, I agree that we need the power of NGD jointlibrary without rewriting the joints in OgreNewt. We need a good approach to wrap this into OgreNewt.