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Re: ackphysx.dll community version [Re: Rackscha] #386249
10/31/11 15:23
10/31/11 15:23
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HeelX Offline OP
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Thanks! What kind of destruction - for clothes or so?

I add, repair or change some features at the moment only with regards to some requirements of a project I am working on. For now, I need proper implementation of joints. My next objective are fixed joints: two objects are then tied together so that they are immovable, but if a force (e.g. a bullet, or a ball, or an explosion) exceeds the joint's break limits, the constraint is removed automatically - imagine a wall of bricks.

In my case I need them for something different, but that doesn't matter. In fact, I need to establish two constraints between two entities at the same time and need access to the different joints - until now, the plugin just saved a to-1 association and not multiple joints. You were able to add them, of course, but the pointers were overwritten, so that they vanished into your PC's Nirvana. In the meantime, I did the same thing for wheels and the possibility to get the chassis pointer back from a wheel entity - I don't need that, but it just popped up here as a possibility and I thought it would be nice for you to have a function for that.

I also had a look on particle physics - as far as I believe, these are also scheduled by JCL as "liquid" particles. They seem to be easy to implement and are great for fluids, smoke, blood and scatter, influenced by wind, rigid object dynamics and the like.

Last edited by HeelX; 10/31/11 15:26.
Re: ackphysx.dll community version [Re: HeelX] #386259
10/31/11 16:53
10/31/11 16:53
Joined: Dec 2008
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Rackscha Offline
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The first part sounds usefull.

What i thought when writing about destruction was realtime destruction.
Someone wrote a PhysX dll in the past of ODE times and implemented a very rough version of realtime destruction.

I dont know if PhysX itself has an interface to do this.

Greets
Rackscha


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Re: ackphysx.dll community version [Re: Rackscha] #386280
10/31/11 22:38
10/31/11 22:38
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HeelX Offline OP
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Originally Posted By: Rackscha
What i thought [..] was realtime destruction. Someone wrote a PhysX dll [..] and implemented a very rough version of realtime destruction. I dont know if PhysX itself has an interface to do this. [..]


Afaik, PhysX doesn't provide such an interface; you would have to do it on your own.

Just out of interest - is anybody trying my new things out or am I developing into the blue?

Re: ackphysx.dll community version [Re: Rackscha] #386281
10/31/11 22:43
10/31/11 22:43
Joined: May 2008
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alibaba Offline
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doesnīt work with A7 smirk


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Re: ackphysx.dll community version [Re: alibaba] #386282
10/31/11 22:52
10/31/11 22:52
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HeelX Offline OP
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Originally Posted By: alibaba
doesnīt work with A7 smirk


Hm... it should. It was originally developed for A7, but afaik development got late (WHO has expected this? NO ONE) and it was released for A8... can you please download the current version and make a small example, like creating a terrain and throwing some boxes from the camera or so?

Re: ackphysx.dll community version [Re: HeelX] #386283
10/31/11 23:05
10/31/11 23:05
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alibaba Offline
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as soon as i call pysX_run, i get empty prototype in


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Re: ackphysx.dll community version [Re: alibaba] #386294
11/01/11 10:06
11/01/11 10:06
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HeelX Offline OP
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Originally Posted By: alibaba
as soon as i call pysX_run, i get empty prototype in
Have you tried to compile it against the A7 plugin SDK? This could be the reason, why it doesn't work - because I compile it against the A8 plugin SDK.

Re: ackphysx.dll community version [Re: HeelX] #386298
11/01/11 10:40
11/01/11 10:40
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alibaba Offline
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alibaba  Offline
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Hmm. no havenīt tried it, but i also have no experience in this.


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Re: ackphysx.dll community version [Re: alibaba] #386306
11/01/11 12:29
11/01/11 12:29
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Rackscha Offline
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@HeelX: Absolutely like your current work. But atm iam very busy and not doing any 3dgs projects.

PS: maybe you could work together with JCL so that your changes/improvements get implemented in a future official 3dgs version?

Last edited by Rackscha; 11/01/11 12:30.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: ackphysx.dll community version [Re: Rackscha] #386311
11/01/11 14:08
11/01/11 14:08
Joined: Jul 2001
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HeelX Offline OP
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Originally Posted By: alibaba
Hmm. no havenīt tried it, but i also have no experience in this.
It is simple. Just checkout the current version, load the project in VS 2005 (or later) and bind the A7 SDK files instead of the A8 ones. If you really gonna try it, don't hesitate to ask here, I'll help you.

Originally Posted By: Rackscha
@HeelX: Absolutely like your current work
Thanks!

Originally Posted By: Rackscha
maybe you could work together with JCL so that your changes/improvements get implemented in a future official 3dgs version?
I don't think so that this will happen soon. From what I see here, our development focuses and -speeds differ very much and afaik they don't invest much into user projects at the moment due to a massive schedule for some massive features. Though, JCL said that he will look from time to time into my source code on SourceForge, he will **eventually** adapt some stuff.

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