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Post by PiratSS on Aug 20, 2004 21:27:07 GMT 1
Well, my game is well in progress. I just have a small bug. When i use "NDB_NewtonBodySetDestructorCallback Body", the model doesnt seem to delete after i use NDB_NewtonDestroy.
So what's the problem here ><.
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Post by Kjelle69 on Aug 21, 2004 2:47:15 GMT 1
have you set NDB_BodySetDBProData for the body?
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Post by PiratSS2 on Aug 21, 2004 3:11:01 GMT 1
yep
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Post by Kjelle69 on Aug 21, 2004 3:59:08 GMT 1
then it will delete the object, unless you have 2 copies of the object, or have accidentally loaded the object twice, etc.
if you have set NDB_BodySetDBProData, and NDB_NewtonBodySetDestructorCallback, when the body is destroyed, the wrapper will delete the object associated with the body. there must be something in your code that is causing the problem...
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Post by PiratSS2 on Aug 22, 2004 1:22:00 GMT 1
Spent 2 days trying to figure it out. I just got it to work. Basically, all I changed was:
if inkey$() = "r" then NDB_NewtonDestroy:goto start
TO:
if inkey$() = "r" NDB_NewtonDestroy goto TOP endif
And all of the sudden it works again ><
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Post by Kjelle69 on Aug 23, 2004 3:49:53 GMT 1
nice ;D
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Post by PiratSS2 on Aug 23, 2004 4:18:06 GMT 1
I never got that email from you walaber >< Did you find out what was wrong with the code i sent u.
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Post by Kjelle69 on Aug 23, 2004 4:40:57 GMT 1
e-mail sent. unfortunately I don't think I can answer all of your questions...
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Post by PiratSS2 on Aug 23, 2004 22:10:29 GMT 1
It's allright I changed my engine completely. I like Newton engine, but I hope to see some improvments in the future: - Fast speed collision - Better small object collision(0.1) Other then that, I like the engine, I'll have a beta of my game soon ^^
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Post by Kjelle69 on Aug 24, 2004 1:07:39 GMT 1
the 2 things you are asking for have been mentioned on the Newton forum, and solutions are in progress.
although ALL physics systems suffer from these problems.
either way, looking forward to a demo!
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Post by omnxae on Aug 22, 2008 6:53:20 GMT 1
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