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TGEA PhysX: Part 5

by Taylor Petrick · 08/10/2009 (10:29 pm) · 6 comments

I've made a few big improvements to the rendering functions for the cloth object.
The new rendering system, which pulls verts and indices straight from the PhysX mesh, means that cloth tearing is also supported. Here's a quick video of the tearing:




I've also begun working on PhysX fluids. At the moment, fluids require a separate parent actor before they can be added to the scene. Here are a few screenshots of the fluids:

img39.imageshack.us/img39/9143/screenshot00400000.jpgimg20.imageshack.us/img20/3382/screenshot00400001.jpg

Thats all for now!


#1
08/11/2009 (1:24 am)
Looks great :). By 'new rendering system' do you mean you dealt with the optimisation issues you mentioned before?
#2
08/11/2009 (1:35 am)
Yep. The vertex buffer generator is about 40% faster than the old one, and the index generation is about twice as fast.

I've also started on a scaling system, so the end user can configure cloth resolution and quality in the options panel, and possibly even disable simulated clothes completely. Unless you've got a GPU that can do hardware acceleration, having complex cloths with self-collision and tearing is going to slow things down. Self-collision seems to be a really big performance hog.
#3
08/11/2009 (5:11 am)
That looks really cool! Would be great on a sailing ship :-)
#4
08/11/2009 (9:44 am)
Really nice work. Did you ever solve the networking issues we were having when I was helping you?
#5
08/11/2009 (10:20 am)
I got it to network, but the interpolation isn't working correctly. Things are really jagged, but the positions network correctly. The funny thing is, everything was right except for a single line of code. The networked positions where being set with actor->moveGlobalTransform, not setGlobalTransform. Move is only for kinematic actors.
#6
08/11/2009 (10:33 am)
Very cool. This stuff just keeps getting better.