Game Development Community

Anyone Compiled in T3D R1 yet?

by Randy Hearn - Magnum · in Game Mechanics Kit · 10/03/2009 (11:36 am) · 35 replies

Looks like the files core/resManager.h is no longer in R1 for T3D. I have looked everywhere in the structure, but GMK makes calls to it. It's there in Beta 5 but not R1.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.

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#1
10/03/2009 (1:41 pm)
I've built it in, there are a few changes, it works, but again, cloth and soft need a better fix than I can provide.
I would wait for Yuri to release, but if you really want it in now, post here, and I'll put the changes up.
btw, Randy, thanks for those files, its just what I needed
#2
10/03/2009 (1:48 pm)
Thanks.. No I can wait for Yuri, not in to big a rush right now.. Got some other things to do as well:)

Kool.. I will get you the others today as soon as Alabama beats Kentucky...

#3
10/04/2009 (5:32 am)
Hi Guys,
I will try to release new build in few days.
#4
10/04/2009 (7:04 am)
I would wait for 1.0.1 Yuri. That should be out this week or next. (I hope)
#5
10/04/2009 (8:59 am)
Either way I have just started diving into the kit, so I am using R5 for now since I have a good install there.
#6
10/23/2009 (1:33 pm)
Hi all. Anyone do a build with 1.0.1 yet? like to know your results :)
#7
10/23/2009 (1:44 pm)
I moved the executable over/scripts and it worked. My only issue is all of T3D now look for the SDK in the wrong directory. That is not a GMK issue - I don't think. But if that is the only compile error I had late last night I see no issues - or at least will know tonight or this weekend for sure.

#8
10/23/2009 (1:59 pm)
Thanks for the response Randy. I don't know what I am doing wrong the compile works with my usual 2 errors I get but when I launch the game all I get is a black screen and no errors. I am a nube at this so I could be doing tons of stuff wrong :) any suggestions ?
#9
10/23/2009 (6:41 pm)
Where are the errors? The compiler should not even produce the file if there are any errors.
#10
10/23/2009 (11:20 pm)
Errol,

Kerry is correct if you are getting errors chances are it is not compiling. You may have been simply running the release and compiling the debug that failed.

When you compile if you get a line that lists the number of succeeded and failed builds any fails and the game will not run.

Aside from that if you can compile and it stills gives a black screen, don't may may want to post the console.log file.
#11
10/24/2009 (8:58 am)
Here is a description on why there is no possibility what so ever
that GMK 1.2.5 cant be compiled with either T3D 1.0 or T3D 1.0.1
using the PhysX implementation

Here is the code added by GMK (.logicking) to the T3D source
pxSingleActor.cpp.

void PxSingleActor::renderObject(SceneState* state)
{
   GFXTransformSaver saver;
   //.logicking >>
   MatrixF world = GFX->getWorldMatrix();
   //.logicking <<
   
   // Set up our TS render state here.
   TSRenderState rdata;
   //.logicking >>
   rdata.setCamTransform( world );
   //.logicking <<
   rdata.setSceneState( state );
   //rdata.setObjScale( &getScale() );
   ...
   ...
   ...

This line
rdata.setCamTransform( world );

will give following error with both T3D 1.0 and T3D 1.0.1
error C2039: 'setCamTransform' : is not a member of 'TSRenderState'

This is because in T3D 1.0 TSRenderState::setCamTransform was removed.
So there is no chance anyone could have compiled this without errors
using the correct T3D 1.0 or T3D 1.0.1 code

I sent this report to Yuri 17 October and on the 18 October I got
a mail from him telling that he will have a look on it. So until he
has done this there is no possibility anyone can compile GMK 1.2.5
with the T3D 1.0 or T3D 1.0.1 code.



#12
10/24/2009 (10:50 am)
well, you are assuming that everyone is using physx?
I'm not, the bullet implementation is waaaay better.
and yes, 1.2.5 compiles great in 1.0.1,
and yes, the cloth works,
and yes, the softbodies work.
#13
10/24/2009 (11:03 am)
@deepscratch
Oh. Yes my fault. I was talking about the PhysX implementation
I have now updated my previous mail about that its for PhysX only.

And yes of course there will not be any problem with
pxSingleActor in a Bullet implementation as that file
is not a part of such an implementation.

Even though using Bullet is a way to go around the problem,
it still exists.

However I'm not a PhysX priest so I take you by the word
and will go for a Bullet implementation. Thanks for that info.



#14
10/24/2009 (11:52 am)
Quote:Even though using Bullet is a way to go around the problem,
it still exists.

well it wasnt a way to get around anything, I made the decision after being a physx freak for ages, the performance is super, at beta 3 I changed over to bullet, havnt looked back since
#15
10/24/2009 (11:54 am)
@deepscratch

I'm glad to hear that as I'm just now
rebuilding for Bullet.

Thanks
#16
10/24/2009 (12:29 pm)
Thanks for trying to help me kerry I appreciate the effort. I am going to start from scratch today :( Roland could you maybe point me to a resource on how to compile T3D with Bullet? Thanks again Guys
#17
10/24/2009 (12:32 pm)
@Errol

I in the middle of doing it :) So I still don't know the result.
Following the instructions in "Game Mechanics Kit Programmers Guide".PDF

#18
10/25/2009 (7:14 am)
@deepscratch

I have now moved over to Bullet and it works nice
with the GMK as you told it would do. Just wanted
to thank you for directing me into that implementation.

@Errol
I just followed the instructions in the "gmkProgrammersGuide.pdf"
that comes with GMK, and it worked fine.

@Yuri
Thanks for a nice software package.

#19
10/25/2009 (1:18 pm)
@Roland,
you made a good choice with bullet,
believe me,
lots of good stuff coming for bullet.....
#20
10/26/2009 (1:08 am)
Yep, I can't think of any reason to use PhysX over bullet. The readme is what really made me want to use bullet (besides it's great capabilities):

/*
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/


Free for commercial use, but please mail bullet@erwincoumans.com to report projects, and join the forum at
www.continuousphysics.com/Bullet/phpBB2
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