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Re: PhysX Plugin Beta
[Re: Cowabanga]
#286586
08/26/09 01:13
08/26/09 01:13
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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he also said he could put a little price on it.(as i recall in the very same post that he said it MAY be free)
3333333333
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Re: PhysX Plugin Beta
[Re: Quad]
#286678
08/26/09 14:00
08/26/09 14:00
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Joined: Sep 2003
Posts: 271 Germany
Chris3D
OP
Member
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OP
Member
Joined: Sep 2003
Posts: 271
Germany
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Didn't you said that it'll be free?? Sorry for the misunderstanding Cowabanga, I meant that you get it free from conitec, because I thought they would implemented in A7, not in A8.
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PhysX Plugin
[Re: Chris3D]
#286686
08/26/09 14:37
08/26/09 14:37
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Joined: Jun 2008
Posts: 402 Germany
sebbi91
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 402
Germany
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a question: are you planning to include some APEX features like "APEX Destruction" or"APEX Turbulence"? http://developer.nvidia.com/object/apex.htmlnoises interesting! anyway nice job Chris3D ! I like the ODE oriented functions! Its easier to change from ODE to your PhysX than from ODE to Newton 2.21! very nice! regards Sebastian
Last edited by sebbi91; 08/26/09 14:55.
3D-Gamestudio A8 - Commercial
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Re: PhysX Plugin
[Re: Chris3D]
#286702
08/26/09 16:32
08/26/09 16:32
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Joined: Aug 2008
Posts: 2,838 take me down to the paradise c...
Cowabanga
Expert
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Expert
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
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*go and cry* I'm already crying Sorry for the misunderstanding Cowabanga, I meant that you get it free from conitec, because I thought they would implemented in A7, not in A8. Aw shoot, so they'll put it in A8? Conitec thinks that we live in a bank. Oh well, if they'll put it in A8, i'll buy it from you when it's done. A question: Are the updates for the plug-in free? And how much it costs?
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Re: PhysX Plugin
[Re: Cowabanga]
#286709
08/26/09 18:06
08/26/09 18:06
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Joined: Jun 2008
Posts: 402 Germany
sebbi91
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 402
Germany
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@VeT: I respect your hard work too but i am not a so good developer like you at all! For ME is the PhysX plugin easier to use ! But still in this moment! I will see what Physik simulation will win the title : "best 3d gamestudio physik engine ever" I would like to take the Engines that supports realtime destruction in 3d Gamestudio!!! something like the dmm-engine http://www.youtube.com/watch?v=YRMltf04rhsI saw its possible with both Engines but at this moment not in 3dgamestudio! anyway you and Chris3d are one of the biggest developers in this forum ! regards Sebastian
Last edited by sebbi91; 08/26/09 18:12.
3D-Gamestudio A8 - Commercial
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Re: PhysX Plugin
[Re: VeT]
#287965
09/03/09 13:00
09/03/09 13:00
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Joined: May 2009
Posts: 445 Peine, Germany
Razoron
Senior Member
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Senior Member
Joined: May 2009
Posts: 445
Peine, Germany
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good work anyway, but the plugin doesn't work with example 19 from the workshops. See:
///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
#include "physX.h"
///////////////////////////////////////////////////////////////
VECTOR ball_speed;
ENTITY* ball;
function main()
{
fps_max = 140;
level_load("roller.wmb"); // load the level
wait (2); // wait until the level is loaded
shadow_stencil=1;
ball = ent_create ("ball.mdl", vector(-400, 0, 100), NULL); // create the ball
pX_setgravity (vector(0, 0, -386)); // set the gravity
pXent_settype (ball, PH_RIGID, PH_SPHERE); // set the physics entity type
pXent_setmass (ball, 3, PH_SPHERE); // and its mass
pXent_setfriction (ball, 80); // set the friction
pXent_setdamping (ball, 40, 40); // set the damping
pXent_setelasticity (ball, 50); // set the elasticity
while (1)
{
ball_speed.x = 25 * (key_cur - key_cul); // move the ball using the cursor keys
ball_speed.y = 25 * (key_cuu - key_cud); // 25 sets the x / y movement speeds
ball_speed.z = 0; // no need to move on the vertical axis
pXent_addtorqueglobal (me, ball_speed); // add a torque (an angular force) to the ball
camera.x = ball.x - 300; // keep the camera 300 quants behind the ball
camera.y = ball.y; // using the same y with the ball
camera.z = 1000; // and place it at z = 1000 quants
camera.tilt = -60; // make it look downwards
wait (1);
}
}
the ball simplay falls threw the ground.
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Re: PhysX Plugin
[Re: picoder]
#287980
09/03/09 13:56
09/03/09 13:56
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Joined: May 2009
Posts: 445 Peine, Germany
Razoron
Senior Member
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Senior Member
Joined: May 2009
Posts: 445
Peine, Germany
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i don't think that u have to call it twice at the beginning. look in physX.h:
function physX_startup()
{
physX_load();
while(1){
physX_run();
wait(1);
}
}
Last edited by Razoron; 09/03/09 14:01.
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