Physics integration with T3D
by Duey Oxburger · in General Discussion · 10/14/2009 (1:58 pm) · 7 replies
How difficult is it to integrate 3rd party physics systems into T3D? Are some systems easier than others?...
Thx,
D
Thx,
D
About the author
#2
10/16/2009 (2:03 am)
unfortuntatly in order to create new Phyx models, you pretty much need 3dmax or Maya.. So thats the down side. as it requires a specific exporter to make use of the models
#3
And yes, that is a major downside to physx (if you don't have 3dmax or Maya).
When the commercial versions cost 3000 or more you easily turn to blender or any other program. It would be awesome if there was a physx plugin for blender.
10/16/2009 (10:24 am)
When you use Physx do you have to pay them anything? Wikipedia says that physx is proprietary software. And yes, that is a major downside to physx (if you don't have 3dmax or Maya).
When the commercial versions cost 3000 or more you easily turn to blender or any other program. It would be awesome if there was a physx plugin for blender.
#4
10/16/2009 (10:49 am)
Bullet is simple and painless to add and to use.
#5
10/16/2009 (1:12 pm)
Can we get a Bullet tutorial on how to add it to torque? I love how we see all these suggestions for other types of physics engines. But we rarely see a follow through for folks that are looking for solutions. The only fully documented procoess has been with Phyx, I mean personally id love to see a Havok Tutorial, since its free now (under certain license conditions)
#6
Good multiplayer is the next priority.
Then things like ragdolls, vehicles, etc.
Then you may see Havok.
At least thats how i think it will happen.... just depends how priorities shift over the next year or so.
Now anyone that wants to see this happen faster... step up to the plate. Implementing a Havok plugin is as easy as copying the code/T3D/physics/physx folder and start converting things over. Its not hard work, but it takes time and a good knowledge of the Havok API.
10/21/2009 (2:13 am)
You'll see Bullet soon... at least collision, player controller, and single body actors.Good multiplayer is the next priority.
Then things like ragdolls, vehicles, etc.
Then you may see Havok.
At least thats how i think it will happen.... just depends how priorities shift over the next year or so.
Now anyone that wants to see this happen faster... step up to the plate. Implementing a Havok plugin is as easy as copying the code/T3D/physics/physx folder and start converting things over. Its not hard work, but it takes time and a good knowledge of the Havok API.
#7
Nicolas Buquet
www.buquet-net.com/cv/
10/21/2009 (6:02 am)
Very very good news (Bullet on Mac :-) ).Nicolas Buquet
www.buquet-net.com/cv/
Torque Owner Mike Rowley
Mike Rowley