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Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 10:56 am
by jacmoe
_tommo_ wrote:But Havok is free only for non-commercial use?
On the PC it's free for all use. :wink:

Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 11:38 am
by _tommo_
So PhysX has suddenly found a rival for me :lol:
Anyway I was enough sure that it was free for non-commercial only, where did you read that?
EDIT: This states clearly non-commercial...
EDIT2: but This states that you can get a "no-charge" license, if you want. What's the point of a "no-charge" license when you have a "free" license? :roll:
Good news anyway.

Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 11:52 am
by jacmoe
_tommo_ wrote:Anyway I was enough sure that it was free for non-commercial only, where did you read that?
Here:
Azgur wrote:
DanielSefton wrote:Things are a bit different if you plan to go commercial though. You need to pay the full price for PhysX and Havok if you wish to commercialize your game.
Did you check this yourself?
Everything I posted in my previous post assumes a commercial game.
If you plan to sell your commercial PC Game above a retail value of $10 USD, (or equivalent amount in other currencies based on prevailing exchange rates at the time of launch), you must first request a no-charge PC Game distribution license from Havok at http://www.havok.com/PCgamedistribution, prior to retail release of your game. This PC Game distribution agreement is required to ensure you have complied with Havok logo, copyright, and attribution requirements, and that your application is a PC game (commercial non-game application distribution is not allowed). There will be no fee associated with this because the license fee has been covered by Intel under a commercial agreement with Havok.
Taken from havok.com.

Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 2:15 pm
by Kencho
_tommo_ wrote:EDIT2: but This states that you can get a "no-charge" license, if you want. What's the point of a "no-charge" license when you have a "free" license? :roll:
Maybe they just want to keep track of projects using the library.

Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 3:23 pm
by jacmoe
Kencho wrote:
_tommo_ wrote:EDIT2: but This states that you can get a "no-charge" license, if you want. What's the point of a "no-charge" license when you have a "free" license? :roll:
Maybe they just want to keep track of projects using the library.
This is why:
This PC Game distribution agreement is required to ensure you have complied with Havok logo, copyright, and attribution requirements, and that your application is a PC game (commercial non-game application distribution is not allowed). There will be no fee associated with this because the license fee has been covered by Intel under a commercial agreement with Havok.

Re: Newton 2.0 Public Beta

Posted: Mon Jan 26, 2009 4:12 pm
by _tommo_
I just downloaded it, looks really good :D
It has less features than the others, overall, but the ones it has are the top i think... IE: no cloth or fancy fluids, but the collisions are pixel-perfect, and the ragdolls easy to make and stable...
i think that i'll try it with Ogre.

Re: Newton 2.0 Public Beta

Posted: Tue Jan 27, 2009 12:59 pm
by madmarx
Is newton 2.0 using the same API than 1.53?
Is it easy to port a game done with 1.53 to 2.0?

Re: Newton 2.0 Public Beta

Posted: Tue Jan 27, 2009 3:50 pm
by nikki
I should check this out. Been mostly a Bullet person till now, Newton looks cool too.

Re: Newton 2.0 Public Beta

Posted: Tue Jan 27, 2009 4:17 pm
by jacmoe
I wonder where Newton would have been, if it weren't for Walaber.. :)

Re: Newton 2.0 Public Beta

Posted: Tue Jan 27, 2009 4:36 pm
by haffax
madmarx wrote:Is newton 2.0 using the same API than 1.53?
Is it easy to port a game done with 1.53 to 2.0?
Overall the API only changed slightly apart from the additions. Only heavier changes are there for joints. Since we only use them rudimentary I can't say much about it.
Conversion was easy, according to our programmer who's done it. Now to only get the convex cast working...

Re: Newton 2.0 Public Beta

Posted: Tue Jan 27, 2009 5:05 pm
by nullsquared
jacmoe wrote:I wonder where Newton would have been, if it weren't for Walaber.. :)
Aye, while Walaber has indeed done some impressive and useful things for/with Newton, he's not exactly the only one...

Re: Newton 2.0 Public Beta

Posted: Wed Jan 28, 2009 2:45 pm
by haffax
haffax wrote:
madmarx wrote:Is newton 2.0 using the same API than 1.53?
Is it easy to port a game done with 1.53 to 2.0?
Overall the API only changed slightly apart from the additions. Only heavier changes are there for joints. Since we only use them rudimentary I can't say much about it.
Conversion was easy, according to our programmer who's done it. Now to only get the convex cast working...
The convex cast problem is solved too, more or less. A bug in Newton that prevent casting of spheres. It will be fixed in next Newton release, till then any other convex primitive will do.

Re: Newton 2.0 Public Beta

Posted: Fri Feb 06, 2009 12:32 am
by Evak
Only took a couple of days to port flow to Ogre 1.6 and Newton 2. Minimal changes and for the most part it just ran out of the box :). It's MUCH faster. Newton 1 was very slow at stacking.

Here's a little video of our latest Flow example using ogre 1.6.1 and newton 2 beta 18. Stacking with offset layers like a brick wall.

http://www.youtube.com/watch?v=5VE1VnW-WMU&fmt=18

Re: Newton 2.0 Public Beta

Posted: Sat Feb 28, 2009 2:56 pm
by nullsquared
Newton is to be CUDA (and later OpenCL) accelerated!

http://www.newtondynamics.com/downloads ... Solver.wmv

As Julio says, this is the very first version of the CUDA solver (solver, not collisions), so there is very much to be done in terms of features and optimizations. But just look at that video, it is instantly smoother on a GF 280 compared to a Core2