PhysX in TGE Version 0.3 (Work-In-Progress)
by Shannon "ScarWars" Scarvaci · 07/03/2006 (11:35 am) · 269 comments
Outline
1. License
2. Get SDK from Ageia
3. Implementation
4. Scripts
5. Know Issues
6. Need your supports!
License:
The license of PhysX is following:
Get SDK from Ageiq
You can obtain the SDK from www.ageia.com website, my currently version for this physics is 2.7.0.
If you are using Visual Studio then you need to add "include" and "library" in the project configuration.
(If you using linux or mac, then i don't know where to setup because I dont have linux or mac with me)
Directory for include files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Physics\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Foundation\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\PhysXLoader\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Cooking\include
Directory for library files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\lib\win32
Note: These files' path's are relative to my hard drive, your files may be in different directory depending on how you installed the PhysX SDK.
Please install AGEIA PhysX Runtime in your PC (prefered lastest version)
Also put two dll file (PhysXLoader.dll and NxCooking.dll from AGEIA PhysX SDK\v2.7.0\SDKs\Bin\win32) in the example folder.
Implementation
Copy the 17 files from "PhysX" folder into engine/PhysX and modify some TGE's source code files.
Player
in game/player.h in bold
game/player.cc at the top in bold
game/player.cc in Player::Player() function
game/player.cc in Player::onAdd() function
game/player.cc in Player::setPosition(...)
Terrain
in terrain/terrData.cc
at the top of the file
terrain/terrData.cc in TerrainBlock::onAdd function near the end
Interior
in interior/interior.h
in interior/interiorInstance.h
in interior/interiorInstance.cc
TSStatic
in ts/tsShapeInstance.h
in game/tsStatic.h
in game/tsStatic.cc
ShapeBase
in game\shapeBase.h
Material in GameBase
in game\gameBase.h
Scripts
Copy three script files (PhysX.cs, physXActorBox.cs and physXActorSphere.cs) in starter.fps/server/scripts and add three lines of code in starter.fps/server/scripts/games.cs
add one line of code in common/client/mission.cs
and in every mission file need to add PhysXWorld as show in bold:
If you want to testing around by droping the object in the free-look camera, then use default.bind.cs script
Know Issues
Terrain is the problem here because PhysX can accept 256x256 collision mesh in their engine which is mean squareSize equal to one! So the TGE's default squareSize is 8 and you see object will miss the collision in some area of the terrain. Possible solution is to create chunks, for example if you use squareSize of 8 then use 64 chunks of 256x256 collision mesh.
Loading the mesh of 256x256 collision will very slow but there possible solution is to write the mesh to file create by PhysX engine and read the file from PhysX will be lots faster, similar to lighting system which is used in TGE.
I've tried number of way to use Terrain collision in PhysX such as split in four section, NxHeightfield which make it very slow but I haven't tried this in PPU yet. So I have to stick with 256x256 collision mesh for a while.
Player/ShapeBase collision with PhysX's object is not complete.
Networking:
Loading objects from the begin in the remote client sometime not showing but if object appear during the gameplay will work ok. That something i need to be working on. (There may be some problem because of improved speed, but didn't test it yet)
Improved PhysX Speed
Big thank to decryptoid for helping us in PhysX, esp. for speed improvement.
Need your supports!
Now you can play with PhysX in your TGE game! If you find any improvement for this Physics in coding or script or anything please post here and I'll happy to update in here.
Also please use TDNfor any info to advise for our community
In the future:
- Run in PPU.
- Player collision.
- ShapeBase, (TSStatic and Interior - Completed) collision.
- Use advance physics such as joints, clothes and fluid. Done two type of joints
Enjoy your Physics!
Check out the video.
First Video
Second Video
Joints Video (4MB, prefer download before watch)
This is my first resource, please be kind to me :)
Due to file limit please download from here Updated 13th Apirl 2006
Here TGEA PhysX Resource here
1. License
2. Get SDK from Ageia
3. Implementation
4. Scripts
5. Know Issues
6. Need your supports!
License:
The license of PhysX is following:
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
k 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 providersGet SDK from Ageiq
You can obtain the SDK from www.ageia.com website, my currently version for this physics is 2.7.0.
If you are using Visual Studio then you need to add "include" and "library" in the project configuration.
(If you using linux or mac, then i don't know where to setup because I dont have linux or mac with me)
Directory for include files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Physics\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Foundation\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\PhysXLoader\include
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\Cooking\include
Directory for library files:
C:\Program Files\AGEIA PhysX SDK\v2.6.4\SDKs\lib\win32
Note: These files' path's are relative to my hard drive, your files may be in different directory depending on how you installed the PhysX SDK.
Please install AGEIA PhysX Runtime in your PC (prefered lastest version)
Also put two dll file (PhysXLoader.dll and NxCooking.dll from AGEIA PhysX SDK\v2.7.0\SDKs\Bin\win32) in the example folder.
Implementation
Copy the 17 files from "PhysX" folder into engine/PhysX and modify some TGE's source code files.
Player
in game/player.h in bold
//----------------------------------------------------------------------------
[b]struct sNxActor;[/b]
class Player: public ShapeBase
{
typedef ShapeBase Parent;
[b]sNxActor *mActor;[/b]
protected:
/// Bit masks for different types of events
enum MaskBits {game/player.cc at the top in bold
//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- [b]#include "physX/PhysX.h" #include "physX/PhysXWorld.h"[/b] #include "game/player.h"
game/player.cc in Player::Player() function
mMountPending = 0; [b]mActor = NULL;[/b] }
game/player.cc in Player::onAdd() function
gCamFXMgr.clear();
}
[b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
if (PxWorld) {
mActor = PxWorld->AddShapeBase(this);
}[/b]
return true;game/player.cc in Player::setPosition(...)
else {
mat.set(EulerF(0, 0, rot.z));
mat.setColumn(3,pos);
}
[b]if (mActor) {
QuatF q(mat);
Point3F pos;
mat.getColumn(3,&pos);
NxQuat quat;
quat.setXYZW(q.x,q.y,q.z,q.w);
mActor->actor->setGlobalOrientationQuat(quat);
mActor->actor->setGlobalPosition(NxVec3(pos.x,pos.y,pos.z));
}[/b]
Parent::setTransform(mat);
mRot = rot;
}Terrain
in terrain/terrData.cc
at the top of the file
#include "terrain/terrRender.h" #include "terrain/blender.h" [b]#include "physX/PhysXWorld.h"[/b] extern bool gDGLRender;
terrain/terrData.cc in TerrainBlock::onAdd function near the end
if(!unpackEmptySquares())
return(false);
[b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
if (PxWorld) {
PxWorld->SetupTerrainCollision(); // old style
}[/b]
return true;
}Interior
in interior/interior.h
class Interior
{
...
friend class EditInteriorResource;
[b]friend class PhysXInterior;[/b]in interior/interiorInstance.h
class InteriorInstance : public SceneObject
{
...
friend class FloorPlan;
[b]friend class PhysXInterior;
friend class PhysXWorld;[/b]in interior/interiorInstance.cc
#include "platform/profiler.h"
[b]#include "physX/PhysXWorld.h"[/b]
...
bool InteriorInstance::onAdd()
{
...
addToScene();
[b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
if (PxWorld) {
PxWorld->SetupInterior(*this);
}[/b]
return true;
}TSStatic
in ts/tsShapeInstance.h
class TSShapeInstance
{
...
friend class TSPartInstance;
[b]friend class PhysXTSStatic;
friend class PhysXActor;[/b]in game/tsStatic.h
class TSStatic : public SceneObject
{
...
friend class TSStaticConvex;
[b]friend class PhysXTSStatic;[/b]in game/tsStatic.cc
#include "sim/netConnection.h"
[b]#include "physX/PhysXWorld.h"[/b]
...
bool TSStatic::onAdd()
{
...
addToScene();
[b]PhysXWorld *PxWorld = PhysXWorld::getWorld(isServerObject());
if (PxWorld) {
PxWorld->SetupTSStatic(*this);
}[/b]
return true;
}ShapeBase
in game\shapeBase.h
class ShapeBase : public GameBase
{
typedef GameBase Parent;
friend class ShapeBaseConvex;
friend class ShapeBaseImageData;
[b]friend class PhysXWorld;[/b]Material in GameBase
in game\gameBase.h
[b]struct PhysXMaterialData;[/b]
struct GameBaseData : public SimDataBlock {
...
void unpackData(BitStream* stream);
[b]// PhysX
PhysXMaterialData* mMaterialBlock;[/b]
};
...
class GameBase : public SceneObject
{
...
enum GameBaseMasks {
InitialUpdateMask = Parent::NextFreeMask,
DataBlockMask = InitialUpdateMask << 1,
ExtendedInfoMask = DataBlockMask << 1,
ControlMask = ExtendedInfoMask << 1,
[b]//NextFreeMask = ControlMask << 1
// PhysX
MaterialDataBlockMask = ControlMask << 1,
NextFreeMask = MaterialDataBlockMask << 1[/b]
};
...
[b]// PhysX
bool setMaterialDataBlock(PhysXMaterialData* dptr);
bool onNewMaterialDataBlock(PhysXMaterialData* dptr);[/b]
};
...in game\gameBase.cc[b]#include "physX/PhysX.h"
#include "physX/PhysXActor.h"[/b]
#include "platform/platform.h"
...
GameBaseData::GameBaseData()
{
...
[b]mMaterialBlock = 0;[/b]
}
...
[b]IMPLEMENT_CONSOLETYPE(PhysXMaterialData)
IMPLEMENT_GETDATATYPE(PhysXMaterialData)
IMPLEMENT_SETDATATYPE(PhysXMaterialData)[/b]
void GameBaseData::initPersistFields()
{
Parent::initPersistFields();
...
[b]addField("materialBlock", TypePhysXMaterialDataPtr, Offset(mMaterialBlock, GameBaseData));[/b]
}
...
bool GameBase::onNewDataBlock(GameBaseData* dptr)
{
...
[b]onNewMaterialDataBlock(mDataBlock->mMaterialBlock);[/b]
setMaskBits(DataBlockMask);
return true;
}
...
bool GameBase::setDataBlock(GameBaseData* dptr)
{
...
}
[b]bool GameBase::setMaterialDataBlock(PhysXMaterialData* dptr)
{
if (isGhost() || isProperlyAdded()) {
if (mDataBlock->mMaterialBlock != dptr)
return onNewMaterialDataBlock(dptr);
}
else
mDataBlock->mMaterialBlock = dptr;
return true;
}
bool GameBase::onNewMaterialDataBlock(PhysXMaterialData* dptr)
{
mDataBlock->mMaterialBlock = dptr;
if (!mDataBlock->mMaterialBlock)
return false;
setMaskBits(MaterialDataBlockMask);
return true;
}[/b]
...
U32 GameBase::packUpdate(NetConnection *, U32 mask, BitStream *stream)
{
...
[b]if (stream->writeFlag((mask & MaterialDataBlockMask) && mDataBlock->mMaterialBlock != NULL)) {
stream->writeRangedU32(mDataBlock->mMaterialBlock->getId(),
DataBlockObjectIdFirst,
DataBlockObjectIdLast);
}[/b]
// cafTODO: ControlMask
return 0;
}
void GameBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
...
[b]if (stream->readFlag()) {
PhysXMaterialData* dptrMD = 0;
SimObjectId id = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
if (!Sim::findObject(id,dptrMD) || !setMaterialDataBlock(dptrMD))
con->setLastError("Invalid packet GameBase::unpackUpdate()");
}[/b]
}Scripts
Copy three script files (PhysX.cs, physXActorBox.cs and physXActorSphere.cs) in starter.fps/server/scripts and add three lines of code in starter.fps/server/scripts/games.cs
// PhysX
exec("./physX.cs");
exec("./physXActorBox.cs");
exec("./physXActorSphere.cs");
exec("./physXJoints.cs");add one line of code in common/client/mission.cs
function clientCmdMissionStart(%seq)
{
// The client recieves a mission start right before
// being dropped into the game.
[b]startPhysX();[/b]
}and in every mission file need to add PhysXWorld as show in bold:
new SimGroup(MissionGroup) {
[b]new PhysXWorld() {
errorReport = false; // set to true if you want error report from PhysX
};[/b]
new ScriptObject(MissionInfo) {
...If you want to testing around by droping the object in the free-look camera, then use default.bind.cs script
function addCrate(%val)
{
if (%val)
commandToServer('pxcrate');
}
function addBox(%val)
{
if (%val)
commandToServer('pxbox');
}
function addRock(%val)
{
if (%val)
commandToServer('pxsphere');
}
moveMap.bind( keyboard, "alt r", addCrate);
moveMap.bind( keyboard, "alt t", addBox);
moveMap.bind( keyboard, "alt y", addRock);Know Issues
Terrain is the problem here because PhysX can accept 256x256 collision mesh in their engine which is mean squareSize equal to one! So the TGE's default squareSize is 8 and you see object will miss the collision in some area of the terrain. Possible solution is to create chunks, for example if you use squareSize of 8 then use 64 chunks of 256x256 collision mesh.
Loading the mesh of 256x256 collision will very slow but there possible solution is to write the mesh to file create by PhysX engine and read the file from PhysX will be lots faster, similar to lighting system which is used in TGE.
I've tried number of way to use Terrain collision in PhysX such as split in four section, NxHeightfield which make it very slow but I haven't tried this in PPU yet. So I have to stick with 256x256 collision mesh for a while.
Player/ShapeBase collision with PhysX's object is not complete.
Networking:
Loading objects from the begin in the remote client sometime not showing but if object appear during the gameplay will work ok. That something i need to be working on. (There may be some problem because of improved speed, but didn't test it yet)
Improved PhysX Speed
Big thank to decryptoid for helping us in PhysX, esp. for speed improvement.
Need your supports!
Now you can play with PhysX in your TGE game! If you find any improvement for this Physics in coding or script or anything please post here and I'll happy to update in here.
Also please use TDNfor any info to advise for our community
In the future:
- Run in PPU.
- Player collision.
- ShapeBase, (TSStatic and Interior - Completed) collision.
- Use advance physics such as joints, clothes and fluid. Done two type of joints
Enjoy your Physics!
Check out the video.
First Video
Second Video
Joints Video (4MB, prefer download before watch)
This is my first resource, please be kind to me :)
Due to file limit please download from here Updated 13th Apirl 2006
Here TGEA PhysX Resource here
About the author
#262
One more quick question do anyone know where to find the redist for 2.6.4?
And Thanks for the responses, If I can make any head way in improving this resource I will post them.
10/10/2008 (7:15 am)
Yeah I've run throught the steps three times I'm pretty sure I got it right. I have a ton of mods so there might be something in my shapebase that is screwing with the PhysX Actor. For now it works and now I can mess with it.One more quick question do anyone know where to find the redist for 2.6.4?
And Thanks for the responses, If I can make any head way in improving this resource I will post them.
#263
http://developer.nvidia.com/object/physx_archives.html
10/10/2008 (7:20 am)
Here's the archive linkhttp://developer.nvidia.com/object/physx_archives.html
#264
Yup thats what I do.
10/10/2008 (7:33 am)
Ok so would I just install the system software on the end user's machine?Yup thats what I do.
#265
10/22/2008 (8:14 am)
Noticed on more problem When I mount an AI character to something and exit the mission I get a crash. wondering if anyone else gets this?
#266
www.garagegames.com/mg/forums/result.thread.php?qt=80552
11/11/2008 (11:14 pm)
I am working to get Cooked Triangle Meshes working in the manner the Polysoup resource/code does. I have already posted the forums with all of my code and I hope someone can have a look and see if they can help me finish it.www.garagegames.com/mg/forums/result.thread.php?qt=80552
#267
and; what is it meaning by it's free if you are using a PPU?
from max
03/03/2009 (1:17 pm)
Ok, I have looked through this, and it looks great! but with the liscense...can i use this with TGE 1.5.2?and; what is it meaning by it's free if you are using a PPU?
from max
#268
Yes you can use it with 1.5.2, but you'll need to read up on the latest EULA to find out what restrictions exist. The free if using the PPU is old information from before Nvidia bought Ageia. When Ageia first released the PhysX SDK you could use the library for free if you made extensive use of the PPU (the PhysX card). Roughly a year or so later they removed the PPU restriction followed by being bought up by Nvidia a year, maybe less, later.
The new licensing for PhysX is through Nvidia, if you search GG you should be able to find a thread or two discussing the newer licensing. I want to say that a free binary option still exists with it, but I can't say for certain as I haven't checked it out in a while.
03/03/2009 (2:41 pm)
@MaxYes you can use it with 1.5.2, but you'll need to read up on the latest EULA to find out what restrictions exist. The free if using the PPU is old information from before Nvidia bought Ageia. When Ageia first released the PhysX SDK you could use the library for free if you made extensive use of the PPU (the PhysX card). Roughly a year or so later they removed the PPU restriction followed by being bought up by Nvidia a year, maybe less, later.
The new licensing for PhysX is through Nvidia, if you search GG you should be able to find a thread or two discussing the newer licensing. I want to say that a free binary option still exists with it, but I can't say for certain as I haven't checked it out in a while.
#269
i want to make game for iphone but due to certain issues i have to make game on TGE1.5.2 +Physx and windows XP and to deploy the game on i want to use ITGE_beta and operating system will be Mac Os .
I want to know that Physx will support on iphone too as it supporting on TGE 1.5.2??
Is there any typicality can come ..plz guide me if there will be ,or tell me right way so i can do it .
thx for your support and help.
12/11/2009 (7:46 pm)
Hi,i want to make game for iphone but due to certain issues i have to make game on TGE1.5.2 +Physx and windows XP and to deploy the game on i want to use ITGE_beta and operating system will be Mac Os .
I want to know that Physx will support on iphone too as it supporting on TGE 1.5.2??
Is there any typicality can come ..plz guide me if there will be ,or tell me right way so i can do it .
thx for your support and help.

Torque Owner Brady
The networking needs to be tweaked quite a bit to be playable though. Interpolation/prediction needs to be implemented otherwise it looks horribly choppy for the client. Other than that, it works great.