physx resource for 1.8.1 planning
by deepscratch · in Torque Game Engine Advanced · 04/04/2009 (4:47 am) · 30 replies
hi all,
Myself, and a few others of you out there, have been playing a bit with physx in 1.8.1.
I kinda only started seriously looking at porting my project over to 1.8.1 this weekend. I've gotten physx, in its complete form, including joints(finaly) to work with 1.8.1.
In 1.7.1 I expanded a lot on the original resource, adding many other things, (physx debris, physx projectiles, physx explosions, and am busy working on a physx ragdoll system)
these I will begin porting over to 1.8.1 today, and will be looking to include a lot of Ron's stuff.
so
if anyone using, are trying to use physx in 1.8.1 would like to get involved in a full and major port of physx, please feel free to post your observations, comments, or any additions to physx you may be willing to share with the community.
I have included here the ported base physx code to get anyone else started if they want.
cheers
BTW, this works on the newest physx version, ie: 2.8.1, so make sure you use that sdk, and the newest physx system software,(PhysX_8.10.13_SystemSoftware)
download physx_1.8.1 here
Myself, and a few others of you out there, have been playing a bit with physx in 1.8.1.
I kinda only started seriously looking at porting my project over to 1.8.1 this weekend. I've gotten physx, in its complete form, including joints(finaly) to work with 1.8.1.
In 1.7.1 I expanded a lot on the original resource, adding many other things, (physx debris, physx projectiles, physx explosions, and am busy working on a physx ragdoll system)
these I will begin porting over to 1.8.1 today, and will be looking to include a lot of Ron's stuff.
so
if anyone using, are trying to use physx in 1.8.1 would like to get involved in a full and major port of physx, please feel free to post your observations, comments, or any additions to physx you may be willing to share with the community.
I have included here the ported base physx code to get anyone else started if they want.
cheers
BTW, this works on the newest physx version, ie: 2.8.1, so make sure you use that sdk, and the newest physx system software,(PhysX_8.10.13_SystemSoftware)
download physx_1.8.1 here
About the author
email me at medan121@gmail.com
Recent Threads
#2
74....
65....
59....
36....
27 errors....
enough for today.
ok, 17 errors, really enough, gotta work in like 5 hours :(
04/04/2009 (2:02 pm)
dont thank me yet, I'm only down to 89 errors with the ragdoll!!!74....
65....
59....
36....
27 errors....
enough for today.
ok, 17 errors, really enough, gotta work in like 5 hours :(
#3
We are keeping an eye on this thread ;)
04/04/2009 (6:31 pm)
That's a great progress for one day. We are keeping an eye on this thread ;)
#4
04/05/2009 (1:36 am)
Will be great to see a physX implementation for TGEA, how complete are the implementations for some of the ones you mentioned i.e. projectiles?
#5
04/05/2009 (9:15 am)
projectiles are fully functional, as are explosions, and both are tweakable through script, theres also physx debris. vehicles interact as well
#6
also,
If any of you havn't seen the "physx phun" video I uploaded a while ago, here it is as well, it shows physx debris, physx weapons( when a character dies, he drops his weapon, and it becomes a physx actor, can kick it about and shoot at it, if you want to pick it up, it becomes an item again).
the weapons, debris and some other stuff will also be in the final 1.8.1 release
04/06/2009 (8:09 am)
heres a vid showing vehicle interaction, bullet interaction, and explosion interaction. its 1.7.1, but this will all be in the files of the final release.also,
If any of you havn't seen the "physx phun" video I uploaded a while ago, here it is as well, it shows physx debris, physx weapons( when a character dies, he drops his weapon, and it becomes a physx actor, can kick it about and shoot at it, if you want to pick it up, it becomes an item again).
the weapons, debris and some other stuff will also be in the final 1.8.1 release
#7
04/06/2009 (5:30 pm)
Looks great ! How do you setup your dts models to work with ragdolls ?
#8
04/07/2009 (6:47 am)
I havent even started to look into that, I need to get the ragdoll code to compile without errors first, scripts and models come after
#9
04/07/2009 (1:07 pm)
Cool stuff deepscratch, I'm rooting for you. Can't wait to see the ragdolling work out.
#10
04/08/2009 (5:24 am)
Hey deepscratch yeah just get on MSN with me sometime and we will get more functionality completed.
#11
my understanding of the animation system is that you can disable the .dsq/dts animations then begin setting bone transforms directly, so the only trick here is setting the collision meshes/capsules/boxes of the nodes right?
04/13/2009 (11:08 am)
I've integrated this resource, and i'm very interested in getting cloth, and ragdolls working. my understanding of the animation system is that you can disable the .dsq/dts animations then begin setting bone transforms directly, so the only trick here is setting the collision meshes/capsules/boxes of the nodes right?
#12
04/14/2009 (4:29 am)
right
#13
04/14/2009 (11:51 am)
What are the issues you're having? Not that I can definitely offer help, but, you never know!
#14
04/15/2009 (4:50 am)
at the moment, just sorting some linker errors, the ragdoll code compiles without errors
#15
04/15/2009 (9:40 am)
just a quick update, got actors to float in water, tidying up the bob effect now.
#16
04/15/2009 (12:38 pm)
Nice work!
#17
04/16/2009 (8:26 am)
Awesome job guys getting this as far as it is. It's really coming along nicely.
#18
Is this more current than the other resources?
I just realized that the resource that i had installed had a bug that prevented it from setting up mesh objects due to a null material list pointer. . . which i fixed, but now i'm wondering if i have the right version of these files.
04/20/2009 (7:54 am)
How often is that "download physx_1.8.1 here" link updated? Is this more current than the other resources?
I just realized that the resource that i had installed had a bug that prevented it from setting up mesh objects due to a null material list pointer. . . which i fixed, but now i'm wondering if i have the right version of these files.
#19
04/20/2009 (8:19 am)
these work fine, did you try them?
#20
What i have is working fine now. I was just wondering if the resource is a starting point, and these files are more current engine enhancements, or if i'm just screwing things up trying to use the wrong version of the code entirely.
04/21/2009 (10:36 am)
I grabbed the ones from ron nelson's resource page, on 4/8/09.What i have is working fine now. I was just wondering if the resource is a starting point, and these files are more current engine enhancements, or if i'm just screwing things up trying to use the wrong version of the code entirely.
Torque 3D Owner Akiraa
Thank you so much !