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TGEA PhysX: Part 6

by Taylor Petrick · 08/19/2009 (9:13 am) · 9 comments

Time for another PhysX blog!

Lets start off with cloth. Cloth is finally done, as it can now support mesh loading. Cloth objects can be created with the standard "planar grid", or they can load a .obj file, which is converted into a nxClothMesh. Cloth cooking is also stored to .bin files now, so it only has to be done once. Pretty much the same concept as .dso generation, except its for cloth meshes.

Fluids, which I introduced last time, are now more or less complete. Fluids can be set to render as cubes, spheres, or planes. The planar option also allows for optional billboarding, as well as an option to orient the particle with the surface its colliding against. The surface orienting option has a bit of a performance hit when compared with the other options, though.

Softbodies with code-generated meshes are working, however I haven't been able to get mesh loading running yet.

Anyways, here's a video:



#1
08/19/2009 (10:05 am)
Very impressive! Great Works.
#2
08/19/2009 (1:58 pm)
WOW!!!!!!!!!! More softbodies please :)
#3
08/19/2009 (2:08 pm)
Question, will torque come with the phyx option built in, or will clients have to add on these functions for us to use them, like us developers have to download the sdk to get it to work.
#4
08/19/2009 (2:10 pm)
Like all PhysX-enabled games, the end user needs the PhysX system driver to run the game. They don't need the SDK, thats only for developers.
#5
08/19/2009 (6:33 pm)
Make the blue cubes spheres, apply some specular and cube maps to 'em I say :D

This is so awesome! Fantastic work!
#6
08/19/2009 (8:42 pm)
Woo ooo! All looks great.
#7
08/20/2009 (11:25 am)
Nice work! Very cool stuff indeed! :)
#8
08/20/2009 (4:30 pm)
Cool stuff dude.

If my rubik's cube had been made like that it wouldn't have broke when I threw it at the wall;-)
#9
08/20/2009 (4:41 pm)
O_O I must learn this! I'm not worthy!