PhysX problems...
by Chris Calef · in Torque 3D Professional · 10/07/2014 (1:23 pm) · 4 replies
Hey, this is kind of a long shot since the problem is in my custom build which has it's own PhysX implementation, rather than using the T3D native one. However, that said, I recently ported it from T3D just after it went MIT up to the current 3.5.1 version.
I am coincidentally also having a problem with Project Manager not wanting to build solutions for a standard PhysX T3D build, so I can't test this against stock very easily, but the problem I am encountering in my custom build is very similar to this old thread I found:
http://www.garagegames.com/community/forums/viewthread/112301
I am getting the same error code when I try to call NxCreatePhysicsSDK - "NXCE_PHYSX_NOT_FOUND" - although I have a PhysX SDK installed and working just fine with my old build.
I have also dragged all of the same physx dlls and libraries forward to this new build, and even tried running my new build in the exact same project directory as the old build just to make sure, but the only difference appears to be in T3D, v1.2 vs v3.5.1.
It's all very weird, just wondering if anyone running PhysX here has come across anything similar recently, or if anything changed in recent builds that would have necessitated a physx upgrade on my part? Since I'm making my modifications to a stock empty template, without Torque installing PhysX at all, it wouldn't seem like there could be a conflict there, but something is certainly not working. :-
I am coincidentally also having a problem with Project Manager not wanting to build solutions for a standard PhysX T3D build, so I can't test this against stock very easily, but the problem I am encountering in my custom build is very similar to this old thread I found:
http://www.garagegames.com/community/forums/viewthread/112301
I am getting the same error code when I try to call NxCreatePhysicsSDK - "NXCE_PHYSX_NOT_FOUND" - although I have a PhysX SDK installed and working just fine with my old build.
I have also dragged all of the same physx dlls and libraries forward to this new build, and even tried running my new build in the exact same project directory as the old build just to make sure, but the only difference appears to be in T3D, v1.2 vs v3.5.1.
It's all very weird, just wondering if anyone running PhysX here has come across anything similar recently, or if anything changed in recent builds that would have necessitated a physx upgrade on my part? Since I'm making my modifications to a stock empty template, without Torque installing PhysX at all, it wouldn't seem like there could be a conflict there, but something is certainly not working. :-
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#2
10/08/2014 (12:18 am)
If the path is not found you can set an environment variable TORQUE_PHYSX_PATH pointing to the SDK root folder. You can also set this in your project.conf* file $PHYSX_SDK_PATH = PathToPhysx and than the project generator should find it.
#3
1: Check $PHYSX_SDK_PATH
2: Check env variable TORQUE_PHYSX_PATH
3: Check "program files"/NVIDIA Corporation/NVIDIA PhysX SDK/v2.8.4_win
10/08/2014 (12:29 am)
The actual order project generator uses is:1: Check $PHYSX_SDK_PATH
2: Check env variable TORQUE_PHYSX_PATH
3: Check "program files"/NVIDIA Corporation/NVIDIA PhysX SDK/v2.8.4_win
#4
12/27/2014 (11:49 am)
Sorry to drop the ball on this old thread but just to conclude, thanks Timmy the PHYSX_SDK_PATH works fine, now that I have the right sdk version installed! Running your physx 3.3 version right now, seems to be working fine so far.
Azaezel
Knew I was forgetting something in that initial link-dump.