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
#381
08/06/2014 (3:53 am)
Thanks again for the help. I give this a go.
#382
08/08/2014 (3:46 pm)
hi so colision of the player with a mesh road does not work, everything else (tree, with a vehicle, it does), as i told timmy on skype : HALP i use mesh road :(
#383
08/08/2014 (6:09 pm)
I'll take a look
#384
08/08/2014 (6:16 pm)
Hmm you are right, i never noticed this before. None of the physics plugins would work actually. The physics body is never created in the meshRoad class
#385
08/09/2014 (12:03 am)
I updated the meshRoad with the fix from here www.garagegames.com/community/forums/viewthread/130181 (deepscratch one). This fix was only half applied to T3D which is strange. I only changed two lines from that fix.

I can can only guess A)Someone started and forgot about it. B)It was intentionally removed.

Do report back with any problems.
#386
08/09/2014 (3:35 am)
i am so testing it :D
#387
08/09/2014 (3:37 am)
hmmm also, i would like to lower the capsule a few units (0.1 to 0.5) so that the feets of the soldier get on the ground or at least that fakes a good contact by having half the feet into the ground... will look a bit into code... i'm on skype too (dragutux), i do have a less noise level on it than on irc etc.. (personal skype, i cant pay too much attention to it xD)
#388
08/09/2014 (4:30 am)
Yeah look into the code ;)
#389
08/17/2014 (9:49 am)
Weird ... I am now getting an error when compiling. This occurred after I had to rebuild my dev machine and I am not sure what I am missing.

15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>  px3Plugin.cpp
15>  px3Stream.cpp
15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>  px3Utils.cpp
15>C:/Program Files (x86)/NVIDIA Corporation/NVIDIA PhysX SDK/v3.3.1_win/Include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>  px3World.cpp
15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>  sfx3DWorld.cpp
15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor
15>  sfxEmitter.cpp
15>c:\program files (x86)\nvidia corporation\nvidia physx sdk\v3.3.1_win\include\foundation/PxPreprocessor.h(322): fatal error C1189: #error :  Exactly one of NDEBUG and _DEBUG needs to be defined by preprocessor

Has anyone experienced this?
Does anyone know of a fix?
#390
08/17/2014 (1:30 pm)
I'm guessing you are seeing this in release mode. Just add NDEBUG as a preprocessor definition, in debug mode _DEBUG is most likely already defined.
#391
08/18/2014 (7:32 am)
Doh ... I am so stupid. Thanks man. Can't believe I missed that. 8-{

*slaps self*
#392
08/20/2014 (4:16 pm)
haha all good mate, happens to all of us :)
#393
08/20/2014 (4:23 pm)
NVidia are releasing this with version 3.4 of physx developer.nvidia.com/physx-flex. Looks interesting.
#394
09/20/2014 (10:58 am)
There was a crash with physX multiple materials on the windows build of the physX binaries (x86). This has been fixed in physX 3.3.1.
#395
09/22/2014 (1:30 am)
Did that fix your problem mate? Sorry i should have said something about that, i assumed you already had it as it was released back in April ;-)
#396
09/22/2014 (2:49 pm)
Yeah it did, hehe that's okay Timmy. I was still using 3.3.0 :/
#397
10/10/2014 (12:54 pm)
Sorry, I haven't had time to dig through your source code yet but I was just wondering, did you run into any naming collisions re: StringTable in T3D? I'm in the middle of porting my whole PhysX build up to 3.3.1, and one of the first things that came out was what looked like a collision between our StringTable and something of the same name defined in PhysX3.

I ended up being forced to take the unpleasant step of renaming ours to StringTableT3D and then replacing every single instance of StringTable->___ with StringTableT3D->___... which as you can imagine, sucked a bit. :-)

Just wondering if you ran into that problem at all in your port.
#398
10/10/2014 (12:54 pm)
(whoops, duplicate)
#399
10/10/2014 (4:30 pm)
Yep sure did, i managed it by careful header inclusion order.
#400
10/11/2014 (5:55 pm)
PhysX 3.3.2 was released the other day for anyone using this plugin. DO note it will kill the project manager if you use that because they have added lib/bin directories for different visual studio versions now.

I will try and update it when i get a chance.