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Month: September 2005

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 […]

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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 […]

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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 […]

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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, […]

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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 […]

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Growing up with and shaping up an API

This is something I wanted to get out for some time now : When I first found out about the Newton Game Dynamics SDK it was a fresh physics SDK around the block and much stuff was lacking (although it already was very impressive in terms of how it calculated physics). So I saw an […]

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Ageia putting an end to realistic in-game physics…

Well it seems that Ageia is planning to get a monopoly on real-time physics in the gaming sector. After announcing their PPU some months ago they recently just purchased Meqon, who provided another real-time physics SDK aimed at game developers. This somehow reminds me of what Creative Labs did some years ago when they realized […]

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First Entry

Welcome to my blog, this is my first entry to it and I intend to update it at least 2 or 3 times a week. Most of the visitors here may know me from my primary homepage www.delphigl.de and the various forums (NGD, PGD, DGL) I am (or better said “was”) active. I will mainly […]

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