Game Development Community

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
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#21
04/21/2009 (10:50 am)
Also, i'm trying to script up some utility functions for creating chains, and linked structures.
I noticed that the actorID of new physX actors is -1. . .
Do you think there would be any issues with setting the new PhsXActor's actorID to the torque object's ID?
It seems like the IDs can be specified arbitrarily, but must be unique within the physX simulation and since the game engine's object IDs aren't in the simulation it makes sense just to use them for the sake of keeping track things
#22
04/21/2009 (11:05 am)
sounds feasable to me, give it a try,
there are a few differences in the two versions, this one has projectiles in it, explosions, vehicle code, and a few other things, do a diff between the two releases. its a bit outdated, I'll post the updated version in this week, there are a few changes still to finish off though
#23
04/21/2009 (11:17 am)
Ah i see. Sound's good.
#24
05/11/2009 (7:48 am)
still alive in here?
#25
05/11/2009 (10:38 am)
yeah, been focusing a bit on T3D 'n all
#26
05/11/2009 (12:23 pm)
Any updates? :P
#27
05/12/2009 (8:10 am)
Oh right on. I'm pretty excited about Torque3D too. Haven't picked it up yet though. :(
#28
11/10/2009 (9:47 pm)
What do make Physx max file?
#30
11/11/2009 (2:08 am)
why make physx to player? can send u player+physx.max file to me?.....Just very curious. I was learn how to make MAX model export PHYSX....
Just learning.
If you can not. Even if the
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