PhyicsX
by Wayne Eversole · in Torque 3D Professional · 08/10/2011 (7:32 pm) · 9 replies
With looking though all the forms I kinda got it working but things do no destory when fired upon. I took the items and scripts from pasific and added them to mine and they still do not destory.
Is there anyway that phyicsX could be added to like a full template phyicsX project for vs2008? :)
Thanks
Is there anyway that phyicsX could be added to like a full template phyicsX project for vs2008? :)
Thanks
About the author
#2
08/11/2011 (3:56 am)
Already did that one but still some stuff that does not work that is in the pacific demo. :(
#3
Thanks
08/11/2011 (10:42 am)
Well, I copy'ed my compiled exe files over to the pacific demo directory and everything runs so guess I am just missing something in script.Thanks
#4
08/20/2011 (8:48 am)
I had gotten it all working but then got to thinking that if I use that I will cut out 80% of the world with computers :( Not everyone has a good enough computer to run those type of physx.
#5
08/20/2011 (9:54 am)
It would have been great to tell us what you actually did to solve your problem, for future reference.
#6
08/20/2011 (2:53 pm)
Whatever is missing is probably in the 'scripts/server' folder. There may be a physX.cs in there that needs to be added (remember you also have to exec() it). Usually when i find functionality is missing or not working i do a diff between the 'scripts/server' folders.
#7
Not sure whats going on here, and a PhysX template sure would take alot of those cases of "check this file to see if you set it up right" out. ;)
@Wayne: PhysX is CPU intensive but used correctly you can have some very nice added effects without too much of a drain on CPU's, I don't plan on having everything hooked into the PhysX system(would be awesome though, lol), just enough for some added "polish".
08/21/2011 (7:27 am)
Whats weird is that when I setup PhysX (things still dont break but all other physics calculations are working fine) I had a level setup, tested it and now I'm running into invisible walls and through buildings(visible mesh collision)...Not sure whats going on here, and a PhysX template sure would take alot of those cases of "check this file to see if you set it up right" out. ;)
@Wayne: PhysX is CPU intensive but used correctly you can have some very nice added effects without too much of a drain on CPU's, I don't plan on having everything hooked into the PhysX system(would be awesome though, lol), just enough for some added "polish".
#8
08/21/2011 (9:44 am)
Well what I ended up doing was to compile physX and then take my exe file and copy it to the pacific demo and ran it that way and everything seemed to work so I am guessing its like Tom sayed and I just missed something in the script side of things.
#9
try using winmerge or any good dif program,
do a dif of the scripts folder of the physics demo,
and of your scripts folder,
then hide everything thats identicle.
then go through each of the files that differ.
you'll soon find what you've missed,
and you get a chance to see a lot of script files as you look through them.
08/21/2011 (5:01 pm)
@Wayne,try using winmerge or any good dif program,
do a dif of the scripts folder of the physics demo,
and of your scripts folder,
then hide everything thats identicle.
then go through each of the files that differ.
you'll soon find what you've missed,
and you get a chance to see a lot of script files as you look through them.
Torque Owner CSMP
MP Studios
P.S. I fully support a PhysX Enabled Full Template.
Note: Found this thread that had some useful information as I completely forgot how to integrate PhysX into T3D:
www.garagegames.com/community/forums/viewthread/119459/1