Great work! Why force the use of WPF though? WPF utilized DirectX right? I do not have the insight so I ask you if you think it is an easy task to replace all Matrix3D/Vector3D-stuff with Direct3D classes instead of Media3D?
Well done anyways! The wrapper seems to be complete?
You know, I haven’t a clue! I’ve not looked that closely. There are other physics engines that can do it though. One that looks very interesting is the ‘Managed Bullet Physics Library’ (http://www.codeplex.com/Wiki/View.aspx?ProjectName=xnadevru&title=Managed%20Bullet%20Physics%20Library); it’s getting ported right now to C#. It might have some XNA dependencies (which are great, but I’d prefer to replace them with WPF dependencies!) but it’s looking very promising )
James – Actually the NewtonWrapper I started out with used XNA math classes (Matrix, Vector etc). The only reason I changed them to WPF was so I didn’t need to deploy the XNA binaries (which weren’t readily redistributable at the time). There’s nothing to stop you replacing those with Direct3D references though!
I’m thinking of doing something similar with the Bullet physics engine when its C# port is complete. In theory (well, I’m assuming) it’ll be possible to deploy the whole thing as an .xbap…
I’ve not changed it recently, but it already works great with WPF RTM / final. There are a few tweaks I’m thinking of doing though, including draggable obstacles and a scrolling environment (one screen is just too small to do it justice) )
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November 20, 2006 at 11:26 am
Roberto Sonnino
Thanks! Everything is working fine. Do you know whether its possible to create springs using the NewtonDynamics?
November 24, 2006 at 6:02 am
James Forbes
Great work! Why force the use of WPF though? WPF utilized DirectX right? I do not have the insight so I ask you if you think it is an easy task to replace all Matrix3D/Vector3D-stuff with Direct3D classes instead of Media3D?
Well done anyways! The wrapper seems to be complete?
Cheers!
November 27, 2006 at 2:37 am
James Forbes
Nice job! If I do not want to deal with the System.Windows.Media.Media3D assembly, can I replace Media3D occurances with Direct3D code?
November 30, 2006 at 11:16 pm
Chris Cavanagh
You know, I haven’t a clue! I’ve not looked that closely. There are other physics engines that can do it though. One that looks very interesting is the ‘Managed Bullet Physics Library’ (http://www.codeplex.com/Wiki/View.aspx?ProjectName=xnadevru&title=Managed%20Bullet%20Physics%20Library); it’s getting ported right now to C#. It might have some XNA dependencies (which are great, but I’d prefer to replace them with WPF dependencies!) but it’s looking very promising
)
December 7, 2006 at 3:11 pm
Chris Cavanagh
James – Actually the NewtonWrapper I started out with used XNA math classes (Matrix, Vector etc). The only reason I changed them to WPF was so I didn’t need to deploy the XNA binaries (which weren’t readily redistributable at the time). There’s nothing to stop you replacing those with Direct3D references though!
I’m thinking of doing something similar with the Bullet physics engine when its C# port is complete. In theory (well, I’m assuming) it’ll be possible to deploy the whole thing as an .xbap…
December 19, 2006 at 1:50 pm
Ruurd Boeke
Hi, this looks like some very interesting technology. Are you still working on it? Have you updated any sources to wpf final ?
December 19, 2006 at 1:59 pm
Chris Cavanagh
I’ve not changed it recently, but it already works great with WPF RTM / final. There are a few tweaks I’m thinking of doing though, including draggable obstacles and a scrolling environment (one screen is just too small to do it justice)
)
February 9, 2010 at 5:42 pm
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