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Re: pXent official release! (using NVIDIA PhysX) [Re: Chris3D] #291683
09/27/09 13:55
09/27/09 13:55
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
i´m the administator, and even run it explicit as it. I downloaded after you said you updated wink. I have the latest driver, but i tried the compiled one(maybe this is the problem?).

Re: pXent official release! (using NVIDIA PhysX) [Re: Rei_Ayanami] #291699
09/27/09 15:20
09/27/09 15:20
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
try the uncompiled version, remove the functions, which use "level_ent"(in main.c) -> publish and try it again... plz tell me when it works

Last edited by Chris3D; 09/27/09 15:21.

website coming soon!
Re: pXent official release! (using NVIDIA PhysX) [Re: Chris3D] #291705
09/27/09 16:18
09/27/09 16:18
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Hm, if i remove it, and start i got an error in be_a_physik_obejct(or how it was called)

i can´t publish without changing the whole code because i only use lite-c free

Re: pXent official release! (using NVIDIA PhysX) [Re: Rei_Ayanami] #291780
09/27/09 20:47
09/27/09 20:47
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
oh man!!! you are talking about the old carlevel and I am talking about the new testlevel, check the date, the carlevel is from 14.09.(old) the testlevel is from 27.09 (today)!

Testlevel

Last edited by Chris3D; 09/27/09 20:48.

website coming soon!
Re: pXent official release! (using NVIDIA PhysX) [Re: Chris3D] #291789
09/27/09 23:21
09/27/09 23:21
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Thanks again for update and bugfixes, now works fine with PH_HINGE too.

Keep up the good work, and please change the status Features from "maybe" to "yes". This is very much needed for my game in the future wink


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: pXent official release! (using NVIDIA PhysX) [Re: rojart] #291817
09/28/09 10:25
09/28/09 10:25
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
the problems is, I have to use directX to edit / fracture a model, conseqeuntly I have to render it extern... that is normally not very efficient.


website coming soon!
Re: pXent official release! (using NVIDIA PhysX) [Re: Chris3D] #292827
10/07/09 10:31
10/07/09 10:31
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline OP
Member
Chris3D  Offline OP
Member

Joined: Sep 2003
Posts: 271
Germany
hi, I updated the carlevel and the testlevel yesterday!


website coming soon!
Re: pXent official release! (using NVIDIA PhysX) [Re: Chris3D] #292948
10/08/09 04:13
10/08/09 04:13
Joined: May 2009
Posts: 137
Ohio, U.S.A.
PigHunter Offline
Member
PigHunter  Offline
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Joined: May 2009
Posts: 137
Ohio, U.S.A.
Hey, Chris3D,

If an object falls on a certain side, it doesn't settle properly. It kind of moves around all goofy and then settles. Do you know a quick fix for that? Should I scale the models in MED not WED? (Kind of a pain.)

Thank you

If you don't understand what I mean, maybe I could make a small video of it for you. Make it easier to see. wink

Edit: Oh, yeah, I forgot I already tried the scaling in MED versus WED thing, it doesn't help.

Last edited by PigHunter; 10/09/09 03:27.
Re: pXent official release! (using NVIDIA PhysX) [Re: PigHunter] #293004
10/08/09 15:38
10/08/09 15:38
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
Originally Posted By: PigHunter
If an object falls on a certain side, it doesn't settle properly.


To reduce the visual effect of interpenetrations, just added the pXent_SkinWidth(my, 0.001); (default value: 0.025) function to your entity action.

Originally Posted By: PigHunter
It kind of moves around all goofy and then settles.


or just increase this variable to the pX_SetWorldSize(0.05); function.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: pXent official release! (using NVIDIA PhysX) [Re: rojart] #293007
10/08/09 15:48
10/08/09 15:48
Joined: May 2009
Posts: 137
Ohio, U.S.A.
PigHunter Offline
Member
PigHunter  Offline
Member

Joined: May 2009
Posts: 137
Ohio, U.S.A.
Okay. I'll try the pXent_SkinWidth. I've already tried playing around with the pX_SetWorldSize. But, I will try it again.

Thank you.

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