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How the New Psyhic Engine - Macromedia Director 3D

Is anyone knows how this new psyhic engine works? Because this init() command does nothing no matter if add gravity or simulate() command, i tried to make it work in the same way as Havok did, but nothing happens, no errors, nothing. Any suggestion?...

  1. #1

    Default How the New Psyhic Engine

    Is anyone knows how this new psyhic engine works? Because this init() command
    does nothing no matter if add gravity or simulate() command, i tried to make it
    work in the same way as Havok did, but nothing happens, no errors, nothing. Any
    suggestion?

    usualuser1000 Guest

  2. #2

    Default Re: How the New Psyhic Engine Works?

    Make sure you have WorldObject.simulate() in every exitframe
    KingDruid Guest

  3. #3

    Default Re: How the New Psyhic Engine Works?

    Maybe im still missed something, because i already use simulate() on exitFrame.
    I think im thinkin' in the way of Havok, but heres the simple code where
    "engine" is the physics and "crateroom" is the 3D world with some boxes, and
    with some balls in the air. With Havok the balls falls down, but with Physics
    they are still in the air, and the world.isInitialized returns 0,that means the
    world initialization is not succeeds...

    property pInitialized

    on beginsprite me
    initializePhysics()
    end

    on exitframe me
    member("engine").simulate()
    end me

    on endSprite( me )

    if (pInitialized) then
    member("engine").destroy()
    pInitialized = false
    member("crateroom").resetWorld()
    end if

    end

    on initializePhysics

    if (pInitialized) then
    member("engine").destroy()
    end if

    pInitialized = true
    member("engine").init("crateroom",vector(1.0,1.0,1 .0),#automatic,0,5)
    member("engine").gravity = vector(0,-9.81,0)

    put "Initialized Physics"
    end initializePhysics

    usualuser1000 Guest

  4. #4

    Default Re: How the New Psyhic Engine Works?

    The problem is you have:
    member("engine").init("crateroom",vector(1.0,1.0,1 .0),#automatic,0,5)

    It should have a value here:
    #automatic,?????,5)

    I had the same problem and found that it can't be 0 or else the world will not
    initialize.

    KingDruid Guest

  5. #5

    Default Re: How the New Psyhic Engine Works?

    Thanks! Now its works perfectly!
    usualuser1000 Guest

  6. #6

    Default Re: How the New Psyhic Engine Works?

    [q]Originally posted by: KingDruid
    The problem is you have:
    member("engine").init("crateroom",vector(1.0,1.0,1 .0),#automatic,0,5)

    It should have a value here:
    #automatic,?????,5)

    I had the same problem and found that it can't be 0 or else the world will not
    initialize.[/q]

    I had the exact same problem, the "funny" thing is that the example code
    suggests you use '0' as timeStep.
    The description for "timeStep" also says: "Used only in the equal time step
    mode where it specifies the step time for the physics world.". But it clearly
    affects the simulation in #automatic mode too, try setting the timeStep to 0.7
    and then 0.1 to see the difference.



    Glehenna Guest

  7. #7

    Default Re: How the New Psyhic Engine Works?

    Hi,

    Any joy out there on examples / references for the new Dynamiks Xtra. So far I
    have converted some old havok bits without too much hassle.

    Primarily I would l like to know the following:

    Is there an equivalent for the havok registerStepCallback function or do I
    just use regular frame event calls (stepFrame, enter, exit, etc) this seems a
    little strange after years of havok?

    On the up side adding and deleting from the sim seems not to cause a memory
    leak yet.

    batts Guest

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