working pxFluids for physX builds of Torque3D 3.5
by deepscratch · 02/24/2014 (11:56 am) · 13 comments
Recently I had to replace a burnt hard drive, and while going through some older stuff I had on my backup drive I found my working files for pxFluids for Torque 1.2
I simply copied and overwrote the files to 3.5, rebuilt the solution, and lo and behold, it compiled and worked off the bat first time, took 5 minutes LOL
so anyway, this enables pxFluid dataBlocks and includes a few sample fluid types including water, fog, lava and oil.
clouds and smoke will be added when I have some free time.
I have also added full shader support for the fluids but writing shaders are beyond me for now, so the shader code has been edited out in the code.
if you think you may be up to writing a shader for this, I have a multitude of links to relevent info, post here and I will post the links.
to use the fluids be sure you are using a physX build of 3.5
I used the full template with physX selected.
simply extract the files and overwrite the originals, rebuild your solution and enjoy pxFluids.
here are 2 short videos of the fluids in action:
and you can pick up the source and game files here
I simply copied and overwrote the files to 3.5, rebuilt the solution, and lo and behold, it compiled and worked off the bat first time, took 5 minutes LOL
so anyway, this enables pxFluid dataBlocks and includes a few sample fluid types including water, fog, lava and oil.
clouds and smoke will be added when I have some free time.
I have also added full shader support for the fluids but writing shaders are beyond me for now, so the shader code has been edited out in the code.
if you think you may be up to writing a shader for this, I have a multitude of links to relevent info, post here and I will post the links.
to use the fluids be sure you are using a physX build of 3.5
I used the full template with physX selected.
simply extract the files and overwrite the originals, rebuild your solution and enjoy pxFluids.
here are 2 short videos of the fluids in action:
and you can pick up the source and game files here
About the author
email me at medan121@gmail.com
#2
02/24/2014 (2:24 pm)
Will defiantly try this out, as soon as i figure out how the hell to add physx to the game engine...
#3
If we manage to make meshRoad work flawless with PhysX...
02/25/2014 (7:00 pm)
Cool @deepScratch! Thanks for sharing!If we manage to make meshRoad work flawless with PhysX...
#4
02/26/2014 (9:02 am)
The fog is great. Nicely done.
#5
02/27/2014 (3:31 pm)
Thanks!
#6
03/14/2014 (12:57 pm)
Hey Thanks for the awesome resource. :)
#7
04/02/2014 (12:08 am)
Does this work on the PhysX 3.3 port?
#8
04/09/2014 (12:43 am)
I was wondering if this is, well... water. In other words, I can't see the water really reacting to the environment like a water simulation. No complaints, just wondering. Thanks.
#9
it is water (PxFluids), it just needs an advanced shader that I am not yet capable of implmenting (the shader source code is already implmented, it just needs someone to write the actuai shader)
04/10/2014 (7:24 am)
@raa brubb; i have not tried it on the 3.3 port because 3.3 has the particle system that does a similar thing.it is water (PxFluids), it just needs an advanced shader that I am not yet capable of implmenting (the shader source code is already implmented, it just needs someone to write the actuai shader)
#10
05/12/2014 (10:08 pm)
Can you reupload it? It is gone.
#11
https://www.dropbox.com/s/ant8n5ky07n3hfc/pxFluid.zip
05/13/2014 (2:35 am)
sorry, I cleaned up my dropbox, here it is againhttps://www.dropbox.com/s/ant8n5ky07n3hfc/pxFluid.zip
#12
P.S: Thanks for the reupload!
05/14/2014 (2:23 pm)
Is there a way for this to work on Bullet physics?P.S: Thanks for the reupload!
#13
05/17/2014 (11:48 pm)
I am sure that with a bit of work you can make a bullet version 
Torque Owner D Fasel
Game 3D