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PhysX and Shape Replicators

by Ronald J Nelson · in Torque Game Engine Advanced · 04/02/2009 (12:32 am) · 2 replies

I would like to know if anyone has gotten PhysX to work on replicators as in shape replicators or the BG Cliff Kit?

#1
04/02/2009 (2:57 am)
Hi Ron,

I'm not familiar with PhysX at all, but I figured that maybe the following might be helpful.

The cliffs in the Cliff Construction Kit are TSBGCliffStatic objects. TSBGCliffStatic is a derived class from TSStatic.

The replicator is a modified version of Melv's (thanks! :) fxShapeReplicator. Look for the CreateShapes member function where the TSBGCliffStatic shapes are created on the fly.

So as I see it, if you managed to make TSStatic objects to work with PhysX, or even one single TSBGCliffStatic object (one cliff shape) - then you'd need to check the replicator's CreateShape function, and maybe do something there.
#2
04/02/2009 (4:26 am)
Thanks Konrad, but yeah I got that far already. I already have a working solution for TSStatics and including for those using polysoup. However it I try to setup PhysX for any of the replicators including yours it crashes.