Saturday, April 10, 2010
Rigid joints
I added rigid joints with the hope of making breakable objects, but it is not as stable as I would like. Maybe there is some way to break a compound collision or even just show a seperate mesh for broken and unbroken models
Thursday, April 1, 2010
Saturday, March 20, 2010
Mouse picking + more!
Can now cast a ray and return the first object hit.
I also wrapped most of the CustomKinematicController joint. This joint allows one to move an object directly, such as a moving platform, while still interacting with physical objects.
Combine these two and we have... Mouse picking! It is now possible to make objects so that they can be grabbed and dragged around with the mouse.
Next I will be adding the Player Controller, so that it is easy to make the player walk around in scene supporting stairs and slopes
Tuesday, March 16, 2010
Haven't posted for a while...
Hinge joint break callback(script) implimented
Raycast Distance implimented
Wednesday, February 17, 2010
GM8 Compatibility!
Just registered GM8 and was able to figure out why I couldn't get auto-update working. GMNewton is now compatible with GM8. I also implemented script "callbacks" for hinge joints breaking or severing.
Monday, February 1, 2010
GMAPI updated
GMAPI has been updated, so in the near future I plan to release GMNewton 2 with GM8 compatibility. I apologize for lack of updates lately, school has been eating all my time
Wednesday, January 27, 2010
Yes!
Yes! Passed my test I've been studying for. Hopefully I can get a little work in on GMNewton before I'm thrown headlong into studying again.
Wednesday, January 20, 2010
Not dead yet
GMNewton isn't dead yet :)
It just isn't very alive as of late. I haven't been able to keep up with everything, so my personal hobbies have fallen a bit behind. Also, I am waiting until the next release of GMAPI before I release so that the auto-update of GMNewton 2 will work in GM8.
Tuesday, January 5, 2010
GMOgre3D GMNewton combine cancelled
GMNewton will still support GMOgre3D, but they will not be directly connected. This is because a different implementation of Newton Game Dynamics specifically for OGRE has been found that can interface more directly with GMOgre3D than GMNewton can. I look forward to seeing this in a future release of GMOgre3D. GMNewton will continue to be developed
Still Alive ;)
Most of the functions for GMNewton2 are coded, but I still have to write all the scripts, documentation, and examples. Also, I am waiting for GMAPI to support GM8 before I release.
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