Game Development Community

PhysX port

by James Thompson · in Torque Game Engine Advanced · 10/31/2006 (10:52 am) · 21 replies

Here are the changes for this resource.

PhysXActor.cpp
void PhysXActor::renderImage(SceneState* state)
{
        // No image anymore, seems to work
	Parent::renderImage(state);
}

void PhysXActor::renderObject(SceneState* state, RenderInst* image)
{
	Parent::renderObject(state,image);
}

PhysXActor.h
void renderImage(SceneState* state);
	void renderObject(SceneState* state, RenderInst* image);

Not much eh?

About the author

Been a programmer for a few years, started when I was quite young and got into it so carried on through my life. Currently studying at Kent Uni in Canterbury.

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#1
10/31/2006 (11:31 am)
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#2
10/31/2006 (11:40 am)
Glad I could help :)
#3
11/17/2006 (5:33 pm)
Hey james,

using 2.5.1 and MS4_1 I'm getting the disapearing (Leave) after creation thingy.. what did you do to fix it?
#4
11/18/2006 (12:32 am)
Mission areas dont seem to work properly in TGEA so you'll need to comment this line in physxmain.cs:
%this.schedule(150,"delete"); // make sure client side to stop ticking before delete!
so it will look like this:
//%this.schedule(150,"delete"); // make sure client side to stop ticking before delete!

Try that, it should work
#5
11/18/2006 (9:11 am)
Thanx, that helped, but its now falling through interiors, ill go back and see if i missed anything in the merge. (again LOL)

k
#6
11/18/2006 (9:38 am)
Interior collision doesnt work for me either, I wonder if it does in TGE...
#7
11/18/2006 (10:09 am)
Ah.. that could the problem then..;)
[update ]
swapped to dts (from dif) and everything seems to be working..

thanx
k
#8
01/31/2007 (7:13 am)
Hi,

I m Trying to implement PhysX with TGEA but my ball/box is falling through Atlas terrain, anyone know what i have to modify ??

I try to make a big box in Static Shape mode but there is no collision too.

Help me, thank you :)
#9
01/31/2007 (8:06 pm)
Make sure your objects have collision meshes. :)
#10
02/09/2007 (2:59 am)
The physx resource hasn't been ported to TGEA yet. Your code is looking for terrainblock terrain instead of AtlasInstance2 terrain.
#11
02/09/2007 (3:35 am)
If that is the case just add a | AtlasObjectType to the area where it is checking collision against a | TerrainObjectType.
#12
04/09/2007 (2:45 pm)
Not sure if anybody still needs to know, but in the top of PhysXActor.cpp, you just have to add "| AtlasObjectType" to the end of the sClientCollissionContactMask constant and collision with Atlas terrains work perfectly with this.
#13
04/10/2007 (7:41 am)
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#14
04/10/2007 (9:40 pm)
Hi,

I got port working well in TGEA, thank to decryptoid for improved speed in PhysX engine.

Also I got two types of joint (Spherical and Revolute) working in TGE. Will update this in resource.

Do I had to make another resource for TGEA's physX? or put both in one resource?

PS: Networking not working well at the moment.
#15
04/11/2007 (6:48 am)
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#16
04/13/2007 (2:42 am)
Here the TGEA PhysX resource here
#17
04/13/2007 (6:34 am)
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#18
04/13/2007 (7:01 am)
TGE already have starter.fps to play online between server and remote client, but in this TGEA doesn't have that, and need test the physics over networking between server and remote client. I assume if physics work in TGE and should work in TGEA?

Shannon
#19
04/13/2007 (12:00 pm)
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#20
04/13/2007 (12:02 pm)
I guess once he gets it going, you could test it then.
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