Game Development Community

fun with physX, and other stuff...

by deepscratch · 02/25/2009 (12:45 pm) · 8 comments

I started experimenting with some open source solutions, not up to standard. I purchased licences to 2 other engines, no good. then I discovered torque. havent looked back yet (go go GG!)

then I began adding things.
I lost track WAY back of all the things I added, and what you see here is a mix of a lot of those additions. basically everything came out of the forums and resources, mixwd and blended.
a lot of the stuff was for TGE, which I managed to port over, I now have a list of conversion "formulas", like what the GFX equivilants are of the GL calls, the names of files removed, changed or renamed.
its been difficlt at times as I have no formal code training at all, kinda "search google for what that error means and how to fix it" but thats been a lot of the fun.

anyway, heres a vid showing some of the effects I've managed to add, youll see a TGEA port of fxdecal, aligned particles, blood explosions, reenabling all the death animations, physX, and then some of the stuff I've been doing with physX, (physx debris, items, players, explosions) also waterfalls and rivers using rotated waterblocks.

its just for a laugh, this is, nothing serious, just a testing field, but if you see something you like and maybe want to integrate it, I'll be happy to try and help.

cheers


the quality is a bit low, I had to compress the vid a lot,(fraps, you know)

#1
02/25/2009 (2:46 pm)
Great work!
I'd really be interested in your "formulas" for TGEA, learning to port has been quite a task.
Player debris like old tribes is awesome, my buddy Rex would love to see this.
Feel free to drop us a line.
Keep it up.

Ari
#2
02/25/2009 (4:07 pm)
Now that is funny:)....
#3
02/26/2009 (12:43 pm)
@Ari,

this should help a bit with your porting, if there are others I've missed, let me know.
and if anyone knows what the GFX of "glNormal3fv", let me know, that ones been a biatch

glDisable(GL_LIGHTING);                = GFX->setLightingEnable(false);
glDisable(GL_DEPTH_TEST);              = GFX->setZWriteEnable(false);
glPushMatrix();                        = GFX->pushWorldMatrix();
dglMultMatrix(&getRenderTransform());  = GFX->multWorld(getRenderTransform());
glColor3f(1, 0, 0);                    = PrimBuild::color3f(1, 0, 0);
glLineWidth(2.f);                      = PrimBuild::begin(GFXLineList, 2);
glBegin(GL_POINTS);                    = GFX->setVertexBuffer( mDots );/PrimBuild::begin( GFXPointList, mDots->mNumVerts);
glVertex3fv                            = PrimBuild::vertex3fv
glEnable(GL_LIGHTING);                 = GFX->setLightingEnable(true);
glEnable(GL_DEPTH_TEST);               = GFX->setZWriteEnable(true);
glMatrixMode(GL_PROJECTION);           = MatrixF projection = GFX->getProjectionMatrix();
dglGetViewport(&viewport);             = MatrixF view = GFX->getViewMatrix();
dglMultMatrix(&getTransform());        = GFX->multWorld(getTransform());
glTexCoord2f                           = PrimBuild::texCoord2f
#4
02/27/2009 (5:35 am)
Deep:

I loved the vid, few questions thou... how did you make the blood splatter like you did? The Waterfall was cool, did you use something like from Tim A's Combo 2 pack? and would you ever consider kindly releasing the resources to this or that play level demo so we could learn from it? Looks like a interesting learning pad for the blowing the guys way up and how it works.

I've never took the time to learn how to install physX in torque but I enjoy the movement of shapes and players in the level from using it. Sorry but usually I work on the sound side of things not this deep into the engine. Thanks for any pointers you can provide. Great Vid again enjoyed it.

Will
will_zettler@dlsstudio.com
http://www.dlsstudio.com

PS: looked like the rocks was made from the Big Cliff kit? what version of TGEA are you using for the vid? Thanks
#5
02/27/2009 (11:09 am)
@Will,
the player explosions are from this resource here,
the waterfall is a rotated waterblock,
the blowing up guys consists of re-enabling all the death animations, then calling them in the damage function like this: "
if (%obj.getState() $= "Dead")
   %obj.playDeathAnimation();
   %obj.applyDamage(%damage);
   %location = "Body";
      return;
also, I set the corpses to become "PActorObjectType"s, an Idea I got from Ron Nelson after something he mentioned in a physX thread.
yes, the rocks are from the Big Cliff kit.

hope that helps
#6
02/27/2009 (11:22 am)
Deep:

Thanks much for the info, looks very very cool to play with. Think this week I'm going to start playing with it myself... who knows what might come from it... a game perhaps? :-) Will
#7
04/03/2009 (4:39 pm)
@deepscratch
Thx man, every bit of porting advice is saving me hours. :)
#8
07/14/2009 (5:04 am)
thank you