Game Development Community

dev|Pro Game Development Curriculum

PhysX in TGEA 1.8.1

by Ronald J Nelson · 04/05/2009 (8:38 am) · 50 comments

Thanks to alot of help from the Garage Games Community namely Ross Pawley, Gerald Fishel, and deepscratch I am putting up an updated version of the PhysX resource that is compatible with TGEA 1.8.1.

It comes with something extra though, PhysX actors react to objects using Polysoup thanks to Triangle Mesh Cooking. I am using PhysX SDK version 2.7.3 but this will probably work fine with later versions.

Of course none of this would be possible (by me at least) without the original work done by Shannon "ScarWars" Scarvaci and his resource found here:

www.garagegames.com/community/resources/view/12711

So follow his PhysX SDK instructions then use these files.

One more thing, if you have bought Konrad Kiss's BG Cliff Kit and installed the TGEa 1.8.1 version, I have emailed him files that will make this work on his cliffs as well.

Here are the files:
torque.abigholeintheweb.com/public_system/useruploads/PhysX_TGEA_1_8_1_v2.zip
Page «Previous 1 2 3 Last »
#1
04/05/2009 (8:42 am)
Heh, good timing. ;) I just sent an email a few hours back requesting your TGEA 1.8.1 port.
#2
04/05/2009 (8:52 am)
Yeah I updated it again. Now if I could just upload the file.

Hint Hint GG staff.
#4
04/05/2009 (9:48 am)
Not it is not. Resource updated and thanks eb.
#5
04/05/2009 (9:59 am)
Hey Ron,

Thanks a lot for the files! I will include these with the rest of the Kit once it appears in the GG store.

Thank you very much once again.
#6
04/05/2009 (10:01 am)
No problem. Always happy to help.
#7
04/05/2009 (9:19 pm)
@Ron, glad to see you got this stuff working :)
#8
04/05/2009 (10:08 pm)
Yeah with repeated beatings even an old dog like me can learn. Thanks for all of your help Ross.
#9
04/05/2009 (10:47 pm)
Ok, stupid question time. I've looked over the license (Free:
* Commercial & non-commercial use on PC
Must keep registration information currect
Must agree to the EULA at the time of download (pops up, but is copied below)
Available for Windows & Linux (soon)
No PhysX HW support requirement
* PS3 platform (through Sony pre-purchase)
* All platforms through some of our middleware partnerships, such as UE3, Gamebryo 2.2,
and others
$50k per platform:
* Xbox 360
* Fee may be waived at our discretion for multi-platform developers providing PC HW support
* Fee may be waived at our discretion for some Tools & Middleware providers") listed on the other blog about this and am I understanding it correctly?

Can we use this for physics in our games for free, games that we'll sell commercially as along as they are pc games?

Or do we have to buy a certain video card or chip or something? Or is it that a certain card or chip is required for the phsX to work in our games?

Can we use this with TGEA alone? Or is this say a torqueX or something specific thing.

Sorry if this is a bad place to ask. Just figured you guys would probably know since you've obviously looked into already.
#10
04/05/2009 (11:07 pm)
Yeah you can use it for free in your games to sell commercially as long as your game's usage of PhysX doesn't require the use of their GPU I.E. hardare support. You see if you had that in your game, well there is a whole wide world more that PhysX can do, but yeah this is free, and I have already played a few games that have used it. And yeah it has to be a PC game, you decide to port to XBOX or something be prepared for a huge pricetag.
#11
04/05/2009 (11:19 pm)
Also deepscratch has posted in the tgea private forums that he's gotten the joints to work and he's working on getting ragdoll to work, are u two working on this sharing mostly all info?
#12
04/05/2009 (11:54 pm)
Well my updates are based alot on a version I got from deepscratch, I emailed him about the joints and we shall see.
#13
04/06/2009 (12:24 am)
I got joints working by changing this:

SimSet *actorGroup = Sim::getGhostAlwaysSet();

to

SimSet *actorGroup = static_cast<SimSet*>(Sim::findObject("MissionGroup"));

in PhysXJoints.cpp.

I'm not sure if thats the best way to do it, but the getGhostAlwaysSet sim group doesn't seem to contain the PhysX objects.

#14
04/06/2009 (1:31 am)
Scratch that, they still don't work 100%. The joints are connected, but as soon as I add static pieces to the end things stop working properly. No matter what settings I change, once I add pxEndPlanks on the ends the rest of the planks spin and fly around like crazy. I tried with my own mission and the stock one in the original TGE version, and I get the same result.
#15
04/06/2009 (7:30 am)
@ron,
the files that I posted work with 1.8.1 and the newest physx 2.8.1, including joints, I'm using the models from the 0.4 resource files and a slightly different version of the script files. I believe the problems with joints are actualy the script files
#16
04/06/2009 (7:32 am)
Deepscratch, can you post your scripts files for the joints? Also, by 0.4 do you mean the 0.4 version of the old TGEA PhysX resource?
#17
04/06/2009 (7:48 am)
@malik,
yeah, the 0.4 resource, but only the models, I used a different version of code, cant remember which, theyre in the download on the other thread.
I'm going to release what I've been working on soon, I want to discuss some things with ron first (Ron, I've emailed you my msn address, can you get me there?).
meanwhile, heres a video showing joints in 1.8.1

#18
04/06/2009 (7:52 am)
Looking good there deep. I've started taking a look at cloth and fluids, though I'm not sure if I can them working on my own.

@Malik:
I've tried both the 0.4 and TGE models, with the same results. Things turned out a bit better with some changes to the scripts, however the joints still don't work as they do in the video.
#19
04/06/2009 (8:09 am)
@taylor,
check here, I've uploaded some videos showing vehicle interaction, bullet interaction, and explosion interaction, plus physx weapons and debris. post there or here what you got so far with cloth and fluids, lets see what we can get going.
#20
04/06/2009 (8:16 am)
Ok, will do. ;)

Edit:
Ar the code files in that thread that same ones Ron posted?
Page «Previous 1 2 3 Last »