Game Development Community

how do I merge physX into the "full" template??

by deepscratch · in Torque 3D Professional · 05/03/2009 (12:09 pm) · 24 replies

title says it all, getting tons of linker errors when I try,
also what is the purpose of the torque.dll in the physx demo? I removed it, and the demo ran the same without it.
Page «Previous 1 2
#1
05/03/2009 (1:21 pm)
nevermind, did it, nice! breakables and physics in the full template,
and a drop of only 1-2 fps!!
#2
05/03/2009 (1:47 pm)
And the answer was .... ?
#3
05/03/2009 (1:47 pm)
The Torque3D.dll in the PhysX demo folder is extraneous. Beta 2 will have some (mostly cosmetic) changes to the build system... this includes dll and web deployment support for the PhysX demo.

68.233.5.139/~transfer/Pics/webphysics.jpg
#4
05/03/2009 (5:34 pm)
Ok...please tell us how you managed to get PhysX into the full template.
Was trying to do the same, but couldn't figure it out.

Thanks



#5
05/04/2009 (6:20 am)
is this coming as a option in Beta2? Having physX working is nice as a standard. Also, if we create a game with Phyx, will any client also have to install the phyx programs to see the affect, or is this Setup integrated after its exported?
#6
05/04/2009 (6:27 am)
They'll have to install the PhysX runtime from nVIDIA's site... I wouldn't pack a driver with a game heheh
#7
05/04/2009 (6:45 am)
In case of PhysX you actually would
Its common practice to do so, together with the DX Installer, .NET runtimes if required and naturally the VC8 runtime libraries if required.

Never leave the user a choice if you know exactly that he will play smart ass and bomb your support with stupid questions arising from problems that only exist because you let him choose ;)
Especially if there can not go anything wrong, don't let him choose as he will need it anyway. so in the end its not an option for him to install.

The alternative is to make the setup refusing to install until the requirements are installed like MS VS installer works.
#8
05/04/2009 (7:06 am)
Well if you start like that you might also bundle ATI and nVIDIA's graphics drivers, cause they'll need it too ;)
#9
05/04/2009 (7:19 am)
if at first you dont succeed, cheat.
whats the difference between "full" and "physx"? physx has physx, full doesnt.
I merged the full "full" assests into the physx assets, not overwriting anything, renamed identical files, used winmerge to diff, merged from the diff, ran the physx exe and had the "full" demo, with physx items available to place, shoot and destroy.
"physx" runs FROM a dll, "full" IS a dll. thats the major problem.
my way=best of both worlds, the easy way, and after checking again, it seems that if I drive the "full" demo with the "physx" engine, the is actually an INCREASE of 2-3 FPS!!
wanna see a video??
I tried it again merging the FPS Genre kit, same results and same increase of performance by 2-3 FPS.

#10
05/04/2009 (8:12 am)
if thats the case, and others comfirm it? then GG should put an option for this in the template builder (to include physx), heck they should do that anyway :D
#11
05/04/2009 (9:02 am)
@Aldavidson - That is the plan... it just wasn't ready for Beta 1.
#12
05/04/2009 (9:13 am)
deepscratch's simple explanation is about as simple as it could get.

With Tom's hint about a physX option I think that it would be great if eventually when you generate a new project you just might be able to toggle on/off different components that you want to use.
#13
05/04/2009 (9:23 am)
@Michael,
now THAT is a good idea!
#14
05/04/2009 (10:49 am)
that is a awesome option. With the option to expand it at future dates with other items (like the genre packs and such). imagine no more running around trying to merge 100 packs to make a rebuild. Just click click, option, and bam rebuild. Instant Clean build with the options in and ready to go.
#15
05/04/2009 (10:51 am)
yay!
a "build my game" button!!
#16
05/04/2009 (11:03 am)
With an auto-storyline/character/gameplay generator!
We'd each be churning out games by the hundreds! ;)

But yeah, a PhysX-toggling-thingy-feature sounds awesome.
#17
05/04/2009 (11:37 am)
// moodSwing(nonbitchy);
then we'd be EA :)
#18
05/04/2009 (12:18 pm)
nah, not unless they had a sports switch on it....
#19
08/27/2009 (9:24 pm)
Seems like your physx assets are working with the terrain in the FPS kit.
did you have to do anything special? when i create terrain in the Physx Demo, the physx assets just fall through it.

Nevermind it's a bug in Beta 5. must reload the level for terrain to work. Fixed I think in next beta.
#20
10/18/2009 (7:25 am)
Hey deepscratch, would you mind telling me step by step how you got the physx working? I am too newb. Also does it work with networking?

Page «Previous 1 2