Saturday, November 28, 2009

Add local force & additional graphics compatability mode

Though yet untested, the following functions have been added(Ported from Delfi's code) and are expected to work:

GmnBodyGetPointGlobalVelocity(Body, x, y, z, axis);
GmnBodyGetPointLocalVelocity(Body, x, y, z, axis);
GmnBodyAddPointGlobalForce(Body, x,y,z, xforce,yforce,zforce);
GmnBodyAddPointLocalForce(Body, x,y,z, xforce,yforce,zforce);
GmnBodyGetLocalOmega(Body, axis);

Also, support is confirmed for an additional GM rendering engine.

Wednesday, November 25, 2009

GmnBodyGetForce & GmnBodyGetTorque

Just implemented (2) new functions to get the torque and force applied in last update

Tuesday, November 10, 2009

Not much progress as of late

This week I am needing to put more time into school, particularly because I got almost nothing done last week while I was sick. I will continue to update here as I progress.
For anyone wondering, I do hope to release GMNewton 2 this year. Just a couple bugs to iron out, examples to make, and function descriptions to write.

Saturday, November 7, 2009

Partners In Rhyme sound effects

Sorry - a bit off topic :) PartnersInRhyme.com is offering some free sounds in return for a link, and I'm not about to turn that down. I've used some of their sounds before and found it to be decent quality. There are some free and some for sale, and would suggest that as one place to look for sounds when you're making that sweet game with GMNewton 2.

Free Sound Effects Download thousands of free sound effects from PartnersInRhyme.com

Breakable joint cube

A cube constructed from blocks jointed together with hinge joints(Not as good as rigid joints for this purpose, but I don't have those yet). That's 125 jointed boxes total. The breakage is fun :)

Friday, November 6, 2009

GMNewton - finishing off todays pull

Finishing off todays impressive and motivating array of accomplishments, here's #5. A simple but useful function, GmnCustomJointSetCollisionState to enable/disable collision between objects jointed with a custom joint.

Convex Hull generation "Tolerance"

GmnCreateConvexHull now has a tolerance argument that allows a less-accurate convex hull to be generated to improve performance.

Ultimate 3D support complete

Ultimate 3d support is now finished :D Thanks so much for your help, Dr. Best
Making GMNewton 2.0 work with Ultimate 3d is as simple as
GmnSetCompatabilityMode(1);
and, in some circumstances, setting the correct auto-update callback script

As far as is planned, this support is for visual affect only, and operations such as GmnBodyAddTorque still take input in the original format.

Progress is rockin' today!

Hinge limit disable tolerance

One can now set a tolerance for hinge limits that will remove the limits when enough strain is put on them. This allows for, say a leg that gets bent too far forward to snap and rotate freely. Gruesome, I know, but the best example I could think of atm ;)

-hanson

Breakable hinges DLL-side

Breakable hinges can now be transferred to the workload of the DLL instead of GameMaker for faster speeds. With separate severing strength settings for forces and torque, the possibilities are huge.

Thursday, November 5, 2009

Breakable hinges

Code for breakable hinges is now operational. Currently breaking is handled from within Game Maker, but soon it will be completely handled by the dll.

U3D Support is going to happen

Thanks to Dr. Best, the author of Ultimate 3D, I finally managed to get GMNewton the return rotation values on the form U3D needs! This means simple integration between GMNewton, Game Maker, and Ultimate3D. The next step is to make the necessary changes to GmnBodySetRotation so that it sets the rotation correctly. After this is complete, setting up GMNewton to work with U3D could be as easy as GmnSetU3DCompatible(true);
What a relief this is after all those failed attempts!

As a side note, I am working on breakable hinge joints and it is coming along nicely. There will be a strength setting for each torque and force breaking points.

-hanson

Tuesday, November 3, 2009

2 bugfixes

Just fixed 2 bugs that were present in GMNewton 1.0

*GmnBodySetRotation - applied rotations in wrong order and negatively

*Collision system - now returns correct bodies

Monday, November 2, 2009

This topic is probably getting old

But since no-one reads it it doesn't matter, right ;)

Dr. Best revealed to me that U3D applies rotations in a different order than I though. No wonder nothing would work! Hopefully my next attempt at U3D support will be successful!