PhysX... not installed?
by Muir Hamilton · in Torque 3D Professional · 04/17/2011 (8:28 am) · 10 replies
When I try to open the PhysX demo project in T3D, it tells me that I don’t have PhysX installed...
Well, I do. I went to the nVidia site when it told me to, and downloaded the System Software thing. It installed just fine.
Any solutions? Help would be appreciated.
Secondly, whenever I try to download the DirectX SDK, it er... tells me my copy of Windows isn't legit.
Well, I do. I went to the nVidia site when it told me to, and downloaded the System Software thing. It installed just fine.
Any solutions? Help would be appreciated.
Secondly, whenever I try to download the DirectX SDK, it er... tells me my copy of Windows isn't legit.
About the author
I'm 16, and I love doing game art. I prefer art to anything else, I don't have the patience for most coding, and I haven't bothered to learn much of 3DsX. I hope to have gamedev of some sort as a career in the future..
#2
04/17/2011 (9:19 am)
Right. Got it. And what should I do about the DirectX thing?
#3
I had all the PhysX files installed, so i wouldn't get an error message in first place. I checked all announcement and the documentary, no solid info on the current state.
Btw, will the APEX pipeline be considered or is it something complicated to implement, more for the future?
04/17/2011 (11:33 am)
Which physics engine is actually used in T3D by default? PhysX? ODE? Bullet?I had all the PhysX files installed, so i wouldn't get an error message in first place. I checked all announcement and the documentary, no solid info on the current state.
Btw, will the APEX pipeline be considered or is it something complicated to implement, more for the future?
#4
@Alexander - T3D has three physics options:
- Stock rigid body, custom written
- PhysX
- Bullet
The main setup guide in the documentation states what you need to download and how to install.
04/17/2011 (1:47 pm)
@Muir - That I can't help with@Alexander - T3D has three physics options:
- Stock rigid body, custom written
- PhysX
- Bullet
The main setup guide in the documentation states what you need to download and how to install.
#5
04/17/2011 (2:04 pm)
Quote:tells me my copy of Windows isn't legitSounds like you haven't [quote=http://en.wikipedia.org/wiki/Windows_Product_Activation]activated your copy of windows[/quote].
Quote:APEX pipeline be consideredWe had the alpha builds of APEX last year and did an initial implementation, but the first usable beta just came out recently. Eventually we'll have built in support for it, but it won't be ready for T3D 1.1 final.
#6
@Tom - Yeah, that sounds exciting. I'm looking forward to it.
04/17/2011 (4:54 pm)
@Michael - I see. I stick with that, since I gonna use PhysX anyway.@Tom - Yeah, that sounds exciting. I'm looking forward to it.
#7
@tom Did you finally have any decision around including APEX into Torque3d?
04/16/2012 (2:47 am)
Quote: We had the alpha builds of APEX last year and did an initial implementation, but the first usable beta just came out recently. Eventually we'll have built in support for it, but it won't be ready for T3D 1.1 final.
@tom Did you finally have any decision around including APEX into Torque3d?
#9
04/16/2012 (9:16 am)
I think that before adding the Apex to the T3D, is necessary a optimize stage to the engine, and then update the PhysX to the latest version. Then maybe you could add the APEX.
#10
Thank you for your answer. I'm envolved within an indie team (some of us very newbie to gaming) trying to develop a game with Torque3D 1.1 (I'm in charge of the development part) and for physics we started with NVidia Physx because of the native support offered by Torque (I reached to enable it wihtin 1.1 solving some bugs). But then I reached to ApexLab 1.1 and discovered the amazing lot of things I was able to do with (just with cloths & explosion by now, but turbulence + particles and maybe vegetation by May) and then started to investigate around it, discovering that only expensive engines integrate it natively. Then I found this source: broadside.apex-games.net/ and started to think about doing the effort; but also getting into the same doubts, will it be worth enough doing such a lot of effort with APEX integration or just Physx will do?.
Probably @Alfio got to the point, the new features of APEX will need Physx 3 (I guess), so by now I'm tied to 2.8.4 and I will double the efforts if I'm not waiting or taking other way. So that, I also decided to ask here before, in order to check Torque roadmap for physics.
So I will do a bit more research with some simple examples and try to get in touch with the real complexity of the task :-).
04/16/2012 (2:54 pm)
@ScottThank you for your answer. I'm envolved within an indie team (some of us very newbie to gaming) trying to develop a game with Torque3D 1.1 (I'm in charge of the development part) and for physics we started with NVidia Physx because of the native support offered by Torque (I reached to enable it wihtin 1.1 solving some bugs). But then I reached to ApexLab 1.1 and discovered the amazing lot of things I was able to do with (just with cloths & explosion by now, but turbulence + particles and maybe vegetation by May) and then started to investigate around it, discovering that only expensive engines integrate it natively. Then I found this source: broadside.apex-games.net/ and started to think about doing the effort; but also getting into the same doubts, will it be worth enough doing such a lot of effort with APEX integration or just Physx will do?.
Probably @Alfio got to the point, the new features of APEX will need Physx 3 (I guess), so by now I'm tied to 2.8.4 and I will double the efforts if I'm not waiting or taking other way. So that, I also decided to ask here before, in order to check Torque roadmap for physics.
So I will do a bit more research with some simple examples and try to get in touch with the real complexity of the task :-).
Employee Michael Perry
ZombieShortbus