Game Development Community

PhysX 3.x Plugin

by Timmy01 · in Torque 3D Professional · 10/28/2013 (5:11 am) · 500 replies

Update:
If you wish to follow this than please check here github.com/ChrisCalef/Torque3D/tree/physx3_advanced_WIP
#301
06/07/2014 (9:59 pm)
This is great, thanks heaps for that, Timmy! Will be testing it sometime this week. Any chance you could provide a demo level that works with stock art?
#302
06/07/2014 (10:05 pm)
No Tim, we have not. However, I got dif file format working again, and going to be messing with that and adding physX support to .dif structures. Will let you know how it works. c:
#303
06/07/2014 (10:14 pm)
@Daniel, yeah sure i'll post one soon.
#304
06/10/2014 (4:45 am)
@Paul: Sorry for lack of updates, i haven't forgotten about the new physics shape, i have been busy attempting to help out with this list github.com/GarageGames/Torque3D/issues?milestone=2. physx3_basic branch has been scheduled for T3D 3.7, i'm keen to see that happen so i'm trying to help out as much as i can with anything holding that back.
#305
06/10/2014 (6:48 pm)
Also for anyone interested i have created a new branch physx3_vehicles github.com/rextimmy/Torque3D/tree/physx3_vehicles nothing new in there yet but over the course of the next few weeks to month (how ever long it takes really) i'll be adding in some new physx3 only vehicles.
#306
06/10/2014 (8:17 pm)
Really great to see so much movement on the engine and the physx integration, excellent news for everybody... And I can't wait to see what you do with physx vehicles!
#307
06/10/2014 (8:22 pm)
Oh, and here's a video of our game-in-progress, using all this neat physics stuff :)

https://www.youtube.com/watch?v=ZzZhDkaG3CY
#308
06/10/2014 (8:41 pm)
Hey awesome stuff, downloading now to have a play around.
#309
06/10/2014 (8:56 pm)
Cool!

The physx plugin was really key to putting this game together - it was really just a small-scale thing using RigidShapes before January when you guys posted the physx3 plugin and we went with the physics build... It's really made so much possible, and the game is getting to be a lot of fun lol.

We have big plans for it over the course of the beta this year, including adding our own characters and such as well as various planned adventures, etc. Should be a good ride getting it to a final product!
#310
06/10/2014 (9:00 pm)
Yeah it looks like a fun quirky game (i mean that in a good way lol ). Best of luck with it all, i now really understand the need for proper trigger support and the onCollision stuff etc.
#311
06/10/2014 (9:09 pm)
Yeah our characters are going to be quirky too lol... We're having fun with it :)

Everything is working great too, blocks can go flying everywhere along with boulders rolling and hitting triggers, bowling balls knocking things down if you hit them with enough force, etc...

We can assign shape names for the HUD to the new physics shapes which is nice, and can also already use onDamage calls and have them be destructible and then respawn somewhere, using onDestroyed and such.

Once we get onCollision working, we will be able to apply impulse and damage to the player, and fling him around or smush him or do any number of things. It's going to be a really neat showcase for physics when it's done lol.
#312
06/10/2014 (10:29 pm)
Quote:We're having fun with it :)
The most important part :)

Another nice addition for the physics would be joints and motors. Haha one thing at a time though.

* Edit:
One other thing i can add (already completed it) is per triangle material support for heightmaps using physx3, this is really handy because you can set different friction/Restitution per material which would be handy for your project. There is a short video a few pages back about this.
#313
06/15/2014 (8:57 pm)
Yes I remember looking at that pre-triangle material stuff a while back and not quite getting it, but now I'm seeing how it could be useful too.

Love your idea for motors lol.

Have you had a chance to make any headway on the onCollision functionality? Been building a sort of run-the-gauntlet kind of mission, with various RigidPhysicsShape traps and balls that roll at you, etc, all it needs is for them to do damage to the player now :)

Cheers!
P

#314
06/15/2014 (10:02 pm)
Hey sorry mate i haven't done sfa since last i posted here. Keep getting side tracked with other T3D stuff, so much to do and so little time. I will get to it ;-)
#315
06/16/2014 (3:18 am)
Oh yeah paul, the file nvToolsExt32_1.dll doesn't need to be shipped with the release version of physx3, it's only needed with the CHECKED dll files. No big deal though, it's tiny (43kb).
#316
06/16/2014 (3:11 pm)
Paul I'm working on collision callbacks. There was an issue with it at first having race conditions as its from a separate thread, but I managed to make it thread safe. Sometime soon(tm) once I do more bug testing and implement triggers, a pull request will be coming from me c:

Hey Timmy, did you ever get Triangle materials to work correct on triangle meshes? I know we talked a lot about those a few months ago ;)
#317
06/16/2014 (3:22 pm)
@Jeff: cool... although Timmy already has the triggers working for physics shapes :) we're using a new type he created called rigidphysicsshape which is based off shape base so already has on damage working, just needs on collision support and we're golden :)

Cheers
P
#318
06/16/2014 (3:38 pm)
@Jeff:

The new shape paul is talking about is in the testing branch not the physx3 branch, not complete yet as i have to pretty much re-write a large majority of it but all the naming etc will remain. With the per-triangle stuff on the meshes i haven't even looked at yet ;-).

That reminds me still have to push through the per triangle heightmap stuff, that actually is working just fine. Haha so much to do so little time :-(

For the next week at least i gotta get stuck into and actually start helping with a modification andrew and brian are working on. Once that is a bit further along i'll come back and get some of this stuff going.
#319
06/16/2014 (3:43 pm)
All your work with T3D is much appreciated Timmy :) and everyone else too who is coding away helping to improve the engine...

The list is indeed long but looks like so much progress is being made almost daily. This is awesome, great work all!
#320
06/16/2014 (3:57 pm)
Thanks paul, my contributions are minor compared to some others but everyone is keen to further T3D, it's a great little community :-)