TGEA 1.8.1 PhysX - Part 3
by Taylor Petrick · 04/23/2009 (9:10 am) · 13 comments
Its time for another update on my PhysX/TGEA work. I've successfully integrated cloth physics into the PhysX resource!
The cloth collides with all other PhysX objects, such as actors, cooked terrains/interiors/static shapes, players, etc.
The cloth object can also be attached to other PhysX actors in the scene, though I haven't hooked up any console commands for quick use yet.
At this point, the only major thing left to do is hook the cloth into the material system, so it can be textured with something other that GFXVertexColors.
Anyways, here's the video:
The cloth collides with all other PhysX objects, such as actors, cooked terrains/interiors/static shapes, players, etc.
The cloth object can also be attached to other PhysX actors in the scene, though I haven't hooked up any console commands for quick use yet.
At this point, the only major thing left to do is hook the cloth into the material system, so it can be textured with something other that GFXVertexColors.
Anyways, here's the video:
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#2
04/23/2009 (9:26 am)
Cool! Can you also shoot it, poke holes in it, shred it, etc?
#3
The performance is quite good. I've working with 1GB Ram, a 2.0 ghz dual core, a GeForce Go 7400 and Vista. There isn't any noticeable effect on performance, at most 1 or 2 FPS drop. There are still optimizations to be made, such as not reacquiring the vertex positions when the cloth isn't moving, but over all its quite solid.
04/23/2009 (9:36 am)
I haven't really played with tearing yet, though its on my list. It should be possible. As for shooting it, not quite yet. Deepscratch developed a method of turning projectiles into PhysX actors, and I'll probably be implementing something similar to get projectile/cloth interactions.The performance is quite good. I've working with 1GB Ram, a 2.0 ghz dual core, a GeForce Go 7400 and Vista. There isn't any noticeable effect on performance, at most 1 or 2 FPS drop. There are still optimizations to be made, such as not reacquiring the vertex positions when the cloth isn't moving, but over all its quite solid.
#4
04/23/2009 (10:25 am)
not my method, was some where on the forums
#5
04/23/2009 (11:06 am)
That's pretty cool.
#6
04/24/2009 (1:29 am)
Hyper mega cool stuff!
#7
04/24/2009 (4:36 am)
Thanks guys. ;)
#8
04/24/2009 (12:17 pm)
Looking forward to a Resource being released! Excellent stuff!
#9
04/25/2009 (9:41 am)
is Physx supported on ATI cards or only NVidia
#10
04/25/2009 (9:44 am)
Since PhysX can run in both software and hardware mode, it can run on both chipsets. I actually haven't done any work with hardware mode yet; so far everything is running in software.
#11
04/27/2009 (6:35 pm)
Sweet man keep up the good work. You, Ron, and deepscratch are doing awesome getting physx working.
#12
04/27/2009 (8:15 pm)
Thanks Scott. ;) I should have some updates ready for Friday or Saturday.
#13
04/29/2009 (12:19 am)
Yeah I am starting on soft objects next. It should be pretty simple. The materials we are using will be CustomMAterial only but that is good because you can choose all of the settings from a standard material, but add shaders to enhance it as well. I have already been testing with bump maps. 
Associate Steve Acaster
[YorkshireRifles.com]
Much CPU overhead?