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Use PhysX features in Warrior Camp demo

by Steven Chiu · in Torque 3D Professional · 07/12/2009 (10:25 am) · 4 replies

I tried to merge the physX demo into the FPS genre kit warrior camp demo without success. What's the correct procedure to do so? Or, how can I use the new physX features in the genre kit demo?

#1
07/12/2009 (10:46 am)
try something else,
its waaaay easier to merge the FPS demo into the physx demo, than the other way around.

and use something like the winmerge program(free and very good) to diff and merge.
#2
07/12/2009 (11:21 am)
Quote:
its waaaay easier to merge the FPS demo into the physx demo, than the other way around.
Seriously? I never really thought about it. I had been meaning to go back and clean the FPS kit code out of the PhysX Demo -- it was built on an early version of it (what used to be the GDC Demo) and was never kept updated as the FPS kit changed.

Check out the project configurations and compare the two (see "game/buildFiles/config/project.conf), you'll have to enable the physX libraries to be included in the FPS kit build when it compiles.... and maybe a few lines of script (I don't really remember about the script part), and of course you'll need some of the assets and datablocks from the PhysX Demo too.

EDIT: corrected pre-coffee misspelling
#3
07/12/2009 (6:30 pm)
I've made a blank terrain in the physx demo and found that it even did not support collision at all. So I would like to confirm what michael said here and try the way he recommended first. Hope that the important features of physX will be included in the future beta 4 genere kit!
#4
08/23/2009 (8:40 pm)
I am also having issues with simply creating terrain in the physx demo and not having it collide with the physx objects. anyone have any suggestions?