Torque3D MIT 3.5 GMK Port
by raa brubb · in Torque 3D Professional · 01/31/2014 (8:42 am) · 9 replies
Hey all,
My first beta is out here, currently the templates do NOT work and I need help from the community. Right from the box, bullet and GMK will work together. When you make a FULL (GMK is only implemented in full due to requiring full meshes), Bullet build, it runs fine. Again the only problem is the templates aren't working and I will need help fixing the problems. Go ahead and download the file and see if you can get it to work. Thanks and see you later!
-----------------UPDATE-----------------
Hey all,
Recently I've been porting GMK into Torque3D 3.5 MIT. I finally fixed my last set of errors stopping the compiling. I'll quickly finish the template and get the port out. I will need some help on the GUI for adding the Game Mechanics Kit to the menu and fixing a few small bugs. I hear alphaslime is working on GMK, so if his finishes first, go ahead and download his version. Working hard on mine, but alphaslime has been doing some good work. Thanks all and I will probably post repo later today.
-----------------UPDATE-----------------
Ok, so I fixed a few bugs. Also the soft body (like all GMK ports) is having problems. I opened a world and the soft bodys were being simulated correctly, but when I restarted the level it wasn't working. I'll look more into it later. As for now, I haven't had time to upload it and wanted to have all GMK GUI and counterparts included on the first initial build of your project. In other words, you don't have to add the GMK parts manually, and the pre-made scripts will come with it. By the time it's uploaded it will work quite well, so it will be another day or so. Bullet comes right out of the box as of now, but I wasn't able to do the same thing with PhysX because you need the SDK from NVIDIA and you need to change a few things in the code to get PhysX working. I'll probably make a video on how to use PhysX instead of Bullet on my next update.
NOTE: Standard Torque Physics WILL NOT WORK, you must use some sort of physics SDK like Bullet or PhysX. If you have another one, then you need to get that working, but you MUST include some physics.
My first beta is out here, currently the templates do NOT work and I need help from the community. Right from the box, bullet and GMK will work together. When you make a FULL (GMK is only implemented in full due to requiring full meshes), Bullet build, it runs fine. Again the only problem is the templates aren't working and I will need help fixing the problems. Go ahead and download the file and see if you can get it to work. Thanks and see you later!
-----------------UPDATE-----------------
Hey all,
Recently I've been porting GMK into Torque3D 3.5 MIT. I finally fixed my last set of errors stopping the compiling. I'll quickly finish the template and get the port out. I will need some help on the GUI for adding the Game Mechanics Kit to the menu and fixing a few small bugs. I hear alphaslime is working on GMK, so if his finishes first, go ahead and download his version. Working hard on mine, but alphaslime has been doing some good work. Thanks all and I will probably post repo later today.
-----------------UPDATE-----------------
Ok, so I fixed a few bugs. Also the soft body (like all GMK ports) is having problems. I opened a world and the soft bodys were being simulated correctly, but when I restarted the level it wasn't working. I'll look more into it later. As for now, I haven't had time to upload it and wanted to have all GMK GUI and counterparts included on the first initial build of your project. In other words, you don't have to add the GMK parts manually, and the pre-made scripts will come with it. By the time it's uploaded it will work quite well, so it will be another day or so. Bullet comes right out of the box as of now, but I wasn't able to do the same thing with PhysX because you need the SDK from NVIDIA and you need to change a few things in the code to get PhysX working. I'll probably make a video on how to use PhysX instead of Bullet on my next update.
NOTE: Standard Torque Physics WILL NOT WORK, you must use some sort of physics SDK like Bullet or PhysX. If you have another one, then you need to get that working, but you MUST include some physics.
About the author
#3
01/31/2014 (6:49 pm)
I'm getting my port to work with PhysX and Bullet. Fixing some problems before release, but it's pretty much ready. Not to bang on your port, but I have been experiencing problems with it. Just for tests, I copied GMK to Torque3D 1.2 and it worked seamlessly. I figured Torque3D 3.5 changes screwed it up. After GMK I will look into assembling other packages for the port. Maybe Guidebot or some other things. Thanks for your help!
#4
01/31/2014 (6:56 pm)
I wonder what I did to make it act so oddly. I would do round 3 of attempting to port it correctly, but it sounds like you might have made a little more progress then me in getting bullet to work.
#5
01/31/2014 (7:43 pm)
Also, I am little curious about something - Which part of GMK are you after? A lot of its main features will soon be released with better integration (GREED stuff currently being produced), or already has been released as a better solution (Verve ported by Jolinar, physx 3.x by Timmy and Andrew Mac.)
#6
02/01/2014 (9:24 am)
All GMK features will be integrated including support for Bullet and PhysX. I'm currently trying to fix some problems with the GUI. The basic mainframe of it works and compiles, but I need to fix GUI and make it include GMK automatically when you create a project. So when you create a project, you don't have to add GMK manually. It will be out soon so hold on to your seat. As for new GMK features, I will integrate them as soon as possible. Including PhysX 3.x and probably Bullet 3.x.
#7
02/01/2014 (10:55 am)
My port automatically includes all GMK files when you make a new project and the GUI works perfectly, so you may want to see what I did.
#8
02/01/2014 (12:30 pm)
I have already downloaded it and have it. I looked at some of your code already. What I mean by "includes everything" is, the soft body and Hfluid (spelled it wrong) in the bullet physics is automatically included. The lockingkingmechanics folder is already included. ALL files come into the solution file right when it is made, so no one needs to add them manually. Trying to add simplicity to this, so that is basically what I'm working on. As for the GUI, it's having problems accessing the GuiTooltipProfile. If you've already ran into this problem, it would be great if you could tell me what the solution is. Thanks and happy porting!
#9
02/05/2014 (7:03 pm)
Just uploaded the beta, go ahead and download it at the forum descreption.
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