Game Development Community

Torque3D Beta 1 Bug - compiler, physx, 64 bit

by deepscratch · in Torque 3D Professional · 05/01/2009 (8:02 am) · 19 replies

no account is taken for 64 bit computers, listings in the vjproj point to "program Files" but no "Program Files (x86)" for 64 bit machines, leads to clxx errors of files not found, workabout is to manualy redirect the vjproj reletives

#1
05/01/2009 (11:00 am)
I have been running on Vista 64 and haven't had any problems building the projects. Did you run generateprojects.bat out of the FPSgenrekit folder (for example) and build the project it creates?
#2
05/01/2009 (11:05 am)
Hey deepscratch,

I am wondering if you installed Torque 3D under Program Files when running the installer? Could you be a little more specific with which files the compiler isn't finding?

Thanks!
#3
05/01/2009 (11:24 am)
I installed into what it chose as default, C drive/torque, but I have two program files, program files and program files(x86).
these are default folders, and physx installs by default int the (x86) folder.
I just relaced the references in the vjproj files to point to the (x86) folder, and everything compiled without a hitch
#4
05/01/2009 (12:05 pm)
Is the PhysX the only thing you needed to re-reference?
#5
05/01/2009 (12:07 pm)
yep,
pxcharacter and the nxu
#6
05/01/2009 (3:58 pm)
You should be able to set the TORQUE_PHYSX_PATH environment var and then the projectGenerator will be able to find it.
#7
05/02/2009 (6:14 am)
PhysX doesn't come with 64bit support. Version 3.0 of the PhysX SDK which is supposed to be released soon will have this.
#8
06/04/2009 (9:16 am)
Is there a "best choice" of OS for using Torque 3D on a 64-bit system?

A friend is recommending Windows Server or at least Windows Vista 64.
He says I'm doing myself no favors by staying with XP Pro 64.

Of course there's no ideal when you're talking Windows, but which is the best for a system more or less dedicated to Torque (and Maya, etc.)? What does GG recommend?

This is a little urgent, so quick, helpful replies would be appreciated.

#9
06/04/2009 (9:40 am)
I've been using Server 2008 x64 for sometime now, its ok, like vista but with less candy, and faster, I'll be trying windows 7 from next week, I hear its super with torque
#10
06/04/2009 (9:52 am)
Thanks, Deepscratch. Just checked the price on Server 2008 — YIKES!

Good luck with your Windows 7 tryout. I've heard a lot of good things about it. Hoping it's not too good to be true!

If I were to go with Vista, what version would I need? I've been a Mac person for years, so I can't say I understand all the different versions that MSFT sells. For example, do I need Vista Ultimate x64 over Vista Home Premium x64? It's an $80 difference, which I'm happy to pay if necessary ... but is it necessary?

Yeah, I could definitely use an official GG recommendation!
#11
06/04/2009 (10:32 am)
I would go Vista 64 (any edition, the differences are not applicable to Torque, but are more esoteric in nature).

I use it daily here in the office in T3D work, and it performs like a champ. Toss about 6 gigs of ram at it and you should be good to go forever.

I played around with Windows 7, and didn't run into any specific problems with it and T3D, but no real advantages from where i'm sitting either. Your mileage may vary.

That's my reccomendation :)
#12
06/04/2009 (10:37 am)
one thing about vista x64 and server x64 that pisses me off is the fact that there are no thumbnail views for dds or tga.
I work with these formats regularly, and have yet to find a thumbnail viewer for them.
no, there is not one standard.
#13
06/04/2009 (10:54 am)
Thank you, Kenneth.
And just to be clear — even the Home vs. Business editions makes no difference?
I guess I'll go with Home Premium in that case ... esoteric stuff is good.
#14
06/04/2009 (10:56 am)
There's a site here that describes the differences, but basically it's things like media extender, full pc backup.. that sort of stuff. Nothing you can't live without or find an alternate solution for.
#15
06/04/2009 (2:03 pm)
Thanks - and sorry: I know this ain't the place for this discussion. Truth be told, I'm just a Mac guy who does what PC people tell him to do.
#16
03/24/2010 (1:05 pm)
@Deepscratch (or anyone else!): How exactly did you solve the x86 folder problem with Direct X integration ?

What changes do I need to make in VS ? (or elsewhere!).
#18
03/25/2010 (7:38 am)
Thanks for the response!

That's exactly what I've set up already... My understanding of the problem is that the compiler doesnt like the fact that the DirectX SDK is installed in the x86 folder.

At the moment, after the simple integration of the include files etc. I get a zillion compilation errors (on a clean T3D installation)...

Deepscratch mentioned manually redirecting the project relatives. How is this done ? Any help with this would be appreciated as its quite an urgent problem for me.

Oh, and I'm using the Feb '10 DX SDK. IS that an issue ?
#19
03/25/2010 (1:00 pm)
Set the environment variable $PHYSX_SDK_PATH, with the path of your PhysX installation.

And add to your: YOURPROJECTFOLDER\buildFiles\configproject.conf
/ / We support both bullet and physx
includeModule ( 'bullet');
includeModule ( 'physx');

after the line
addProjectDefine("WIN32");

Regenerate your project with: YOURPROJECTFOLDER\generateProjects.bat

Then reopen the project with VisualStudio and rebuild all.