Game Development Community

I know its there but where? PhysX installation

by Donald Teal · in Torque 3D Professional · 08/16/2010 (5:29 pm) · 36 replies

Okay,

I know there was a thread on how to integrate Physx into custom code, but I cant seem to find it.

So maybe someone can direct me to what I need to do to get physX working in my code?


Thanks

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#21
08/23/2010 (9:05 pm)
ok well I have found that its something in my weapons/projectiles causing the lack of physics in appearance. I added a buggy to test to see if your vehicle mods were working and they are. player can now hop in vehicle and go to town so to speak. couple things I am seeing in regards to vehicle physics/collision. the vehicle can hit the items and knock them over and broker a physics response which is great. although the collision seems to be missing as in not having to climb over objects like you do as a player. they seem to pass right through the vehicle with only slight physics response especially at higher speeds.
#22
08/23/2010 (9:57 pm)
Hmm, as said before, i didn't really test that code so much. If i understood correctly, when driving a vehicle with high velocities, and you hit a PhysicsShape, the vehicle will drive through the object applying an impulse on it? If so it is almost expected since the collision is networked. I believe you wouldn't get a much better result with the torque vehicle collision anyways. If you can't live with that issue then i might not be able to help you, cuz I'm no networking expert.

Quote:ok well I have found that its something in my weapons/projectiles causing the lack of physics in appearance.
So..? You fixed it? jw
#23
08/23/2010 (11:50 pm)
have not found what I am missing but I took my build .exe and put it in the physics demo and all worked fine. but when I put the physics.exe into my test project it still didn't work.

well part of the vehicle issue I was curious about was the fact that it didn't break objects. would just bounce them around.
#24
08/27/2010 (10:35 pm)
The easiest way to add PhysX and/or Bullet to your source project is to open up <Your Project>\buildFiles\config\project.conf and add

// We support both bullet and physx in this demo.
   includeModule( 'bullet' );
   includeModule( 'physx' );

in-between the Torque3D::beginConfig() and Torque3D::endConfig() calls.

If you look at the Demos\Physics\buildFiles\config\project.conf you can see an example.

Then, when you regenerate the projects (generateProjects.bat), it should automatically add the proper files, libs, and additional include directories.

You will have to add the script pieces yourself but I *think* you have those fairly well covered in this thread.
#25
08/27/2010 (10:53 pm)
Quote:well part of the vehicle issue I was curious about was the fact that it didn't break objects
This is because to brake an object in PhysX, you'll have to damage the object somehow. I haven't had time to look into this issue, but eigther it's fairy simple to fix, or it's really hard to fix. Try to use the onCollision event of the vehicle if possible, with a combination of radiusDamage and see if you can find the solution.
#26
09/24/2011 (10:28 pm)
I haven't touched anything except PHP and MySQL in over 5 years, so I'm still pretty lost, plus I see absolutely nothing for visual studio 2010 express (maybe it's because it's exactly the same? I'm not sure). Could someone please post steps for us other peoples who are lost still? From start to finish with files and what paths to add in visual studio 2010 express? :o
#27
11/05/2011 (3:44 am)
ok post #16was exactly what i was looking for, i had put a few of the inc, lib's in vs 2010. same as the dx sdk. ill give this a shot and see if i can get it all in. thanks for the info.once i get it all in and recompile i should have all the physic's avialible in the engine/exe right? for the editor?for the post above this one, go to post #16. has it all there.
#28
11/05/2011 (7:00 am)
thanks go out to marcus l. post #16 in this thread, have added the full phsx sdk, and have the make prefab explode and make object a prefab in the editor now. had about 48 warnings in the compiler to work thru, but the engine compiled in the .exe. and have full physics in the editor, kodos on a post well done.just hope the arcane fx works in t3d 1.2 when i get it, and can add to compiler instead of having to win merge into the engine.also the c++ edit source in the toolbox only has vb2005 and vb 2008 in it, cant get to vc++ 2010 from there.
#29
11/05/2011 (7:28 am)
@Chris - you're in luck; the project generation scripts are in PHP. As for VS2010, you can import the generated VS2008 solution file in a pinch - just have to ensure your DXSDK paths are in place for includes and libs. The project generator scripts are located in your Torque folder under Tools>projectGenerator.

If you're having trouble getting the project generator to find the PhysX SDK to generate projects, try adding the path to an environment variable called TORQUE_PHYSX_PATH via control panel>system>advanced system settings>environment variables.

Marcus really does a great job of explaining the process.
#30
11/05/2011 (8:19 am)
yea he does. only problem im having is this.

Warning 6 warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence C:Torque/Torque 3D Pro 1.1/Engine/lib/lib/theora/lib/dec/bitpack.c 82

i get that warning alot. but everything else compile and no errors with the pysx and dxsdk paths in the compiler.

I can still get into the level and do everything. I just want to find that error and fix it.other than that its all good.

Im not getting any errors from the pysx or dxsdk.

But then again it might be because i tried to cheat a little to hehe. I took the example and put it in the templates and created a project.I wish they would have the warrior camp as a template. Thats what got me to buy the engine, a friend let me play around with his beta and i made a full level with mobs and npc's. I used the advanced AI and made the npcmale then made several copys and changed the malenpc name in the cs to mob1 mob2 mob3 and added them to the level np.

Was fixing to copy the player cs and rename it several times to match the mob1 mob2 so on and so on, to cater it to my needs. now i have to start all over.

Im recompiling now with debug, then ill run it in debug and find those errors and put the parentheses in. hopefully i can get that problem fixed. I would rather rather work on the engine fills in the compiler than doing it the raw old fashion way.
#31
11/05/2011 (9:53 pm)
theres only one lib folder in the physx sdk, atleast in mine, so u have to add both these in the lib,PhysXCooking.lib
PhysXLoader.lib

as well as copying and pasting these in.
Add to Linker->Input->Additional Dependencies:
PhysXCooking.lib
PhysXLoader.lib

then add;C:/Program Files/NVIDIA Corporation/NVIDIA PhysX SDK/v2.8.3/SDKs/lib/Win32; this is where the lib is for the cooking.lib, and the physxloader.lib


follow the link and copy and paste this in.
Add to C++->Preprocessor->Preprocessor Definition:

TORQUE_PHYSICS_ENABLED
TORQUE_PHYSICS_BULLET
TORQUE_PHYSICS_PHYSX
#32
11/05/2011 (9:54 pm)
if you are trying to use the example instead of making a new project you gonna get 200 of these

Warning 6 warning C4554: '>>' : check operator precedence for possible error; use parentheses to clarify precedence C:Torque/Torque 3D Pro 1.1/Engine/lib/lib/theora/lib/dec/bitpack.c 82
#33
11/13/2011 (12:00 pm)
I would love for someone to write a "Resource" for this.
From beginning to end to install/add physx to a new project.
#34
11/13/2011 (3:47 pm)
With 1.1 T3D requires PhysX 2.8.4.5. If you try to use any version older than that it will not work.

1.2 will include PhysX enabled template projects.
#35
09/18/2012 (10:41 am)
Not sure if anyone is still following this thread, but I am trying to get physx to work with T3D 1.1. It seems the only download I found was NVIDIA_APEX_PhysX(2.8.4)_Lab-1.2.0.2267761-win32-setup.exe and the directory structure is completely different then that in this post and in the Pacific demo. My first test is to just get the Pacific demo to compile.

Has anyone downloaded the files and gotten it to work recently?
Did I download the correct files? If not is there a link that works still for 2.8.4.5?

We didn't purchase T3D 1.2, but we patched our personal build with the changes in the zip we got. And it looks like 1.2 will be open sourced soon anyway.
#36
09/24/2012 (3:08 pm)
I found the download and got the demo working, I guess I just overlooked the link.

You go to http://devsupport.ageia.com
login
then click the home tab
downloads link
under old donwloads click more
then click PhysX_2.8.4.6_for_PC_Core which apparently only works correctly in IE (the redirect after you accept, at least it did for me).
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