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Category: Newtonplayground

Some Newton beta-goodness (updated) ?>

Some Newton beta-goodness (updated)

There have been some internal beta-releases of the Newton Game Dynamics Engine over the last few weeks (right now it’s beta 7) and I did implement the last beta into my NewtonPlayGround (no release date yet, but soon after NGD 2.00 goes live), to see how it fares. And I must admit that it has come a long way and that most of the commercial physics solutions out there should fear it’s final release. Newton has a very realstic solver,…

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Projekt “W” battles and some newton tidbits ?>

Projekt “W” battles and some newton tidbits

Recently I’ve started working on the new turn-based battles that’ll come with “Phase 2” of Projekt “W”. If you have played the game, you already saw the automatic battles with no possibility for the player to intervene. This will be changed, and you’ll have full control over attacking and defending regions. If a battle starts, the game will switch into the turn-based battle-mode where you firt place your units and then move them turn-by-turn (player after player) until one of…

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(NPG) Newtonplayground 1.53 released ?>

(NPG) Newtonplayground 1.53 released

Better late then never, and so I finally got around finishing and releasing the new version of my Newtonplayground, namely version 1.53 (to accompany the version of NGD used in this NPG release). If you have followed my blog over the last few days/weeks you’ll already know the biggest changes, namely support for skinned ragdolls and magnetic bodies. Other than that there were some bugfixes and I also changed the context user interface for objects from text based buttons to…

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(NPG) Magnetic objects ?>

(NPG) Magnetic objects

Yesterday deep into the night I decided to give another feature I wanted to have in NPG for a long time a try and implemented it. This time it’s magnet objects, which cause magnetic forces applied to all bodies within their range. This makes up for some great stuff, as you can see in the following video (5 MBytes, WMV encoded). The feature was simple to implement since I already had implemented springs a long time ago, and basically the…

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(NPG) Final skinned ragdoll video ?>

(NPG) Final skinned ragdoll video

After finishing the implementation of the new skinned ragdoll-feature in NewtonPlayGround I just started to create some sample scenes for the final release. Throughout the last days I finished this feature (adding shadows, possibility to attach springs and joints and matierlas) and also tested it very hard to see if there were any problems or bugs left. And since everything works the way it should, and since I also finished the improvments to the spring implementation I had planed (you…

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(NPG) Preparing Newtonplayground 1.53 ?>

(NPG) Preparing Newtonplayground 1.53

So after playing some newer games with my new rig (which runs like a charm), I started to do some coding again. And I decided to pause developement on PjW for one or two weaks so that I can finally finish up version 1.53 of the Newtonplayground. This was something sitting on my neck for too long now, as I already stated in the newton forums that a new version of NPG was almost finished but somehow I always got…

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NewtonPlayGround 1.51 ?>

NewtonPlayGround 1.51

As already announced I worked on fixing bugs and problems that users (mostly the users over at the newton boards, so kudos to them) discovered in release 1.5 of the NewtonPlayGround. Sadly there were more bugs and problems than I suspected, but none of them was very serious. So I now (hopefully) present you release 1.51 of the NewtonPlayGround, which can be obtained here. It also includes a new feature, namely dampers, for slider and hinge joints. This allows you…

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Newton 1.51 out ?>

Newton 1.51 out

Already released yesterday (had no time to update my blog), Version 1.51 of the Newton Game Dynamics Engine is out! So grab it while it’s hot. Besides some minor fixes, the vehicle container got a lot of attention in terms of bugfixing and is now a real beauty and fun to use. Note that there were no changes in the headers, so the pascal headers (link) for Newton 1.5 are still working with the 1.51 SDK. And on to the…

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Manual : Done ?>

Manual : Done

As I already mentioned (a dozen times or so…) writing manual for your own software is not only utterly boring but also not a very easy task. Why? Well, I’ve been working on the NewtonPlayGround since 2004 and I know it in and out (when you write your own applications, that’s what it should be) and now I had to write a rather large document (it’s in HTML form, with a TOC and so on) that should get people knowing…

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NewtonPlayGround is basically done ?>

NewtonPlayGround is basically done

Yes, the application itself is finished! I’ve spent almost all time I could spare since my last posting (on average several hours a day) for finishing and fixing the last few things/quirks that were left and it’s finished as of now. There were many small things that annoyed me, which needed improvement/fixing and that was what I spent those hours on. It’s somehow frightening to see how those small things consume time fixing them, as there were so many. There…

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