Game Development Community

Torque 3D: Physx Tutorial?

by Sasuga · in Torque 3D Professional · 09/05/2010 (12:00 pm) · 2 replies

One of the selling points for Torque 3D (and most Torque Products) is that one can create a game without ever touching the source code. Heck, Torque 3D can be bought without the source code.

This would imply that some chunk of the community using Torque 3D to create games are not programmers.

Still, some non-programmers may buy the full source code to have it as an option.

As someone who has Torque 3D pro with the source code, I'd like to use Physx in my project(s) but I'm not sure how to go about compiling it into my project(s).

Perhaps someone could create a step-by-step tutorial for those of use who wish to use Physx but aren't sure how to go about integrating it?

#1
09/05/2010 (3:56 pm)
www.torquepowered.com/community/forums/viewthread/119459/

Quote:The easiest way to add PhysX and/or Bullet to your source project is to open up <Your Project>buildFilesconfigproject.conf and add

// We support both bullet and physx in this demo.
includeModule( 'bullet' );
includeModule( 'physx' );


in-between the Torque3D::beginConfig() and Torque3D::endConfig() calls.

If you look at the DemosPhysicsbuildFilesconfigproject.conf you can see an example.

Then, when you regenerate the projects (generateProjects.bat), it should automatically add the proper files, libs, and additional include directories.

You will have to add the script pieces yourself but I *think* you have those fairly well covered in this thread.


EDIT: and for creating physics objects www.torquepowered.com/community/forums/viewthread/119211
#2
09/05/2010 (4:25 pm)
Thanks!

I did an honest search before posting and none of the three posts showed up for me (Three when you count the link-through). Thanks for the links!