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Premerged files GMK & AFX available? T3D Beta 3

by Stefan D · in Game Mechanics Kit · 02/22/2011 (9:03 am) · 3 replies

Hello,

after 3 days merging AFX and GMK together with different effects I want to ask if someone has already premerged files.

Alternatively - if no one can share his code - can anybody help me resolving this issue? I've merged the files together with more or less success.

If I open the btWorld and insert/replace this

//.logicking >> - soft body support
//mCollisionConfiguration = new btDefaultCollisionConfiguration();
mCollisionConfiguration = new btSoftBodyRigidBodyCollisionConfiguration();
//.logicking <<

I get the following error:

Error 37 error LNK2019: unresolved external symbol "public: __thiscall btSoftBodyRigidBodyCollisionConfiguration::btSoftBodyRigidBodyCollisionConfiguration(struct btDefaultCollisionConstructionInfo const &)" (??0btSoftBodyRigidBodyCollisionConfiguration@@QAE@ABUbtDefaultCollisionConstructionInfo@@@Z) referenced in function "public: virtual bool __thiscall BtWorld::initWorld(bool,class ProcessList *)" (?initWorld@BtWorld@@UAE_N_NPAVProcessList@@@Z) D:\Torque\Torque 3D 2009 Pro 1.1 Beta 3\Demos\Physics\buildFiles\VisualStudio 2010\projects\btWorld.obj Physics DLL


How can I solve that?

Thanks for any help

#1
02/22/2011 (9:18 am)
Are you using physics? bullet or physX ? seems like its not installed or installed incorrectly.
#2
02/22/2011 (9:23 am)
Hi,

I'm using bullet as well as physx (hope I can use both at the same time).

I loaded the Physics-Demo and compiled that okay. Afterwards I used the files from AFX and checked that I can compile the project successfully. As next I began to implement GMK.

At the moment I can compile the project successfully if I don't implement the line above. But in this case the character from the GMK-Example just begin to fall down trough the garage.

Thanks,
#3
02/22/2011 (9:39 am)
I've not had much experience with physics yet using GMK, so I don't know if the physics you are using on Torque 3D is setup the same as the one with GMK, judging by the error you are using the one in the demo which is fairly basic. Worth you going through the docs for the GMK physics - I believe that the soldier in GMK is using bullet, but could be physX, you'd need to check the settings on GMK, then recompile.