Project Manager fails to build sln file for physx/recast build only.
by Chris Calef · in Torque 3D Professional · 09/15/2014 (3:20 pm) · 7 replies
Hi, sorry if I should just go straight to bug report with this but I thought I'd check on the forums first... I'm working with a T3D clone synced up to development branch yesterday, and downloaded the binary version of the project manager, and everything has worked great for all permutations tried so far, with the exception of a Full build (trying Empty now) with PhysX checked and Recast Navigation checked. In this case it makes all my VS2010 and VS2008 project files, but fails to make an sln for either of them.
(I already ran generateAllProjects.bat to get the other ones working.)
Anyone else see similar behavior?
(I already ran generateAllProjects.bat to get the other ones working.)
Anyone else see similar behavior?
About the author
#2
09/15/2014 (3:45 pm)
That's bizarre. A workaround for now would be to simply generate a project with Empty, then copy/paste the Full template over the top of it. That's literally the only difference between the two, so it's weird that that's causing any sort of error.
#3
09/15/2014 (3:51 pm)
Right on, it's not a showstopper, really I'm just poking around and testing the new toys. This is on a two year old repo (with almost nothing done to it) which I then did a massive two year update merge to... so it's probably something I screwed up somewhere. Is pretty weird though. :-P
#4
09/15/2014 (3:53 pm)
Speaking of recast though, are you still actively working on that or is it in a "settled state"? I'm currently using a very old copy of your original resource, I believe, am excited to find out what's in the new version!
#5
09/15/2014 (3:55 pm)
The version that was PRed in 3.5 is a step up from the old resource, but be careful, the script interface is a bit different (no more getObject). It's not too much further advanced. It's also nowhere near as good as I want it to be. May have some announcements on that in the near future. Basically, it only supports the bare minimum of features that are in Recast/Detour, so there's tons of room for improvement.
#6
Have you messed with DetourCrowd at all?
09/15/2014 (5:15 pm)
Well, thanks for putting that much in there! I've had some success mixing your recast work with OpenSteer, to get a bot that does collision avoidance and/or flocking etc. while still maintaining a reasonable approximation of its navigation path (ie avoiding the static obstacles in the scene). Have you messed with DetourCrowd at all?
#7
There are some smaller Detour features that I'd like to merge before thinking about crowds - for example, the navmesh raycasting functions which would let us perform navigation raycasts rather than always using physics raycasts.
09/15/2014 (6:44 pm)
I haven't... would be lovely though. I've always meant to look into OpenSteer as well. I'd love to see how it goes!There are some smaller Detour features that I'd like to merge before thinking about crowds - for example, the navmesh raycasting functions which would let us perform navigation raycasts rather than always using physics raycasts.
Associate Chris Calef
BrokeAss Games
EDIT: yup, Full + Recast builds fine as well.