T3D 1.1 Beta 2 PhysX pipeline changed
by Dave Wagner · in Torque 3D Professional · 09/07/2010 (5:36 pm) · 8 replies
Has there been a change to the PhysX pipeline for assets in Beta 2.
The PhysX objects in Beta 2 Physics demo no longer seem to use .XML files for the PhysX information.
It looks like the 3D model and PhysX information are now all defined in one COLLADA file.
What is the pipeline for creating a PhysX asset, with joints, in 3DS Max and getting it into T3D 1.1 Beta 2?
The PhysX objects in Beta 2 Physics demo no longer seem to use .XML files for the PhysX information.
It looks like the 3D model and PhysX information are now all defined in one COLLADA file.
What is the pipeline for creating a PhysX asset, with joints, in 3DS Max and getting it into T3D 1.1 Beta 2?
#2
09/07/2010 (6:38 pm)
Joe Espinoza posted a tutorial on Creating Physics Shapes around the time Beta 2 was released. It's been tagged as a Useful Thread so that it's easy to find.
#3
The Torque 3D 1.0 system was PhysX only and only supported by PxMultiActor objects. This system is still in 1.1, but we're not using it in the demos.
In T3D 1.1 we've added a higher level abstraction (works with PhysX and Bullet) which allows you to define a datablock and use a single DTS to define a dynamic and optional breakable physics object. This is what Joe is covering.
09/07/2010 (6:47 pm)
There are two systems...The Torque 3D 1.0 system was PhysX only and only supported by PxMultiActor objects. This system is still in 1.1, but we're not using it in the demos.
In T3D 1.1 we've added a higher level abstraction (works with PhysX and Bullet) which allows you to define a datablock and use a single DTS to define a dynamic and optional breakable physics object. This is what Joe is covering.
#4
(this is what I assumed and I apologize for not being clear on it earlier)
09/07/2010 (8:00 pm)
Dave, is one of your concerns for swinging joints? i.e. chains, pendulums(this is what I assumed and I apologize for not being clear on it earlier)
#5
I also have a treaded vehicle that has both revolute and point in plane joints that I would like to get working in T3D.
09/07/2010 (8:07 pm)
We want to create a door with a hinged, revolute, joint.I also have a treaded vehicle that has both revolute and point in plane joints that I would like to get working in T3D.
#6
Are PhysX "swing" joints still a feature or is this something that's simply cut-out to allow for the abstraction of general physics ?
(I have a prototype game that heavily depends on Physx Swing joints so I am quite the curious person on this topic.)
09/07/2010 (10:07 pm)
Tom,Are PhysX "swing" joints still a feature or is this something that's simply cut-out to allow for the abstraction of general physics ?
(I have a prototype game that heavily depends on Physx Swing joints so I am quite the curious person on this topic.)
#7
We've only supported joints in PxMultiActor and it supports whatever joints PhysX supports.
There is currently not a joint SceneObject because of the troubles of syncronizing that between the client/server.
Its something we're looking into resolving better in a future Torque release.
09/08/2010 (5:06 pm)
@ebWe've only supported joints in PxMultiActor and it supports whatever joints PhysX supports.
There is currently not a joint SceneObject because of the troubles of syncronizing that between the client/server.
Its something we're looking into resolving better in a future Torque release.
#8
Dave, it looks like we're confined to 1.0.1 or 1.1A or B1 unless we re-merge the changes for ourselves.
09/08/2010 (5:31 pm)
Thanks again Tom. The information helps me plan ahead of time and I greatly appreciate that.Dave, it looks like we're confined to 1.0.1 or 1.1A or B1 unless we re-merge the changes for ourselves.
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::Paging Tom Spilman::
// We'll get to the bottom of this.