Yep, sorry to say Kanda, but I'm in the exact same boat. I started out using Newton Dynamics for physics before DarkPhysics/Ageia existed, then switched to DarkPhysics because the performance (for non vehicle related projects) just blew Newton away by a long shot. BUT, for vehicles I turned back to Newton, it does a really great job at vehicles, and that's my biggest/only complaint about DarkPhysics is the broken vehicles. Let's face it, without powersliding, the vehicle sim is junk. I suppose if you wanted to write a slow high school driving instruction program it might be ok, but for any high speed racing type game it's awful. Could you imagine if the 'Warthog' in Halo flipped over and crushed you every time you tried to turn? Lol.
But to TGC's credit, it's not their fault. Aegia just doesn't have it working yet, and TGC is tied completely to the Aegia SDK.
If you want I can show you exactly what I'm talking about in the Aegia docs. They don't make it clear (out of embarrassment?) at all, but if you read carefully in one of the examples in C++ it says 'but these commands don't do anything, slipping not implemented yet' or something like that. (TGC offered to let me help refine and improve DP with them, but after I pointed out those things about the vehicle problem, I never heard back hehheh oh well) And we have those same commands in DP but they don't do anything at all unfortunately. They sound impressive and all, but they are just empty function prototypes, trust me.
I'm really very suprised that Aegia hasn't fixed this yet. I kind of held off on my vehicle related projects for a while just hoping for them to fix it, but still nothing. So I'm not holding out anymore and went back to Newton. You'd think for a physics engine like Aegia realistic vehicle drifting would be top priority. /sigh
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