PhysX Plugin Demo

Posted By: Chris3D

PhysX Plugin Demo - 08/10/09 17:47

Hi,
if you like to test my new PhysX Plugin, download the new carlevel here:

product page

Have Fun!

It would be great if you can give me feedback...

Greetings,
Chris
Posted By: darkinferno

Re: PhysX Plugin Beta - 08/10/09 17:50

does this have a character controller? or you arent at that point yet?
Posted By: Cowabanga

Re: PhysX Plugin Beta - 08/10/09 17:54

You're AMAZING!!! Testing...
Posted By: BoH_Havoc

Re: PhysX Plugin Beta - 08/10/09 18:12

Get a crash when trying to compile (you have to add an empty line a the end of physX.h)

After fixing that, i get one crash after another (be_a_physX_object)

A7.77 Com
Windows XP
Core 2 Duo P8400
3GB RAM
GeForce 9800M GTS

Posted By: Cowabanga

Re: PhysX Plugin Beta - 08/10/09 18:29

Quote:
Get a crash when trying to compile (you have to add an empty line a the end of physX.h)

After fixing that, i get one crash after another (be_a_physX_object)
Hey! Just like me. It's not working, ugh.
Posted By: alibaba

Re: PhysX Plugin Beta - 08/10/09 18:43

i´ve got the same problem. -.-
Posted By: Timothy

Re: PhysX Plugin Beta - 08/10/09 18:47

Same problem. The car falls through the terrain (even if you use the second commented possibility of the terrain in the main function). When I press "L" the car flies around.
Posted By: Tobias

Re: PhysX Plugin Beta - 08/10/09 18:50

That's an excellent contribution!

I only notice two things, first, the car moves slower than in the original demo. And second and probably more important, the collision detection is not 100%, when I crashed the car into the road side, twice the right back wheel sunk into the ground. Took some attempts to move the car out of it.

Apart from that I am very excited that we now have PhysX with Gamestudio.

I'm using the 7.80 beta already, maybe thats why the other people couldnt get it working?
Posted By: Pappenheimer

Re: PhysX Plugin Beta - 08/10/09 20:23

Why not making an exe as well, saves you the 'nothing works' answers.
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/10/09 20:27

@Pappenheimer: If it relly requires the latest beta then this is not possible because you can't publish with beta versions (I think).


What does your plugin already support/what is it going to support?

Btw. I'm really waiting for your shadow plugin to be finally released! ^^
Posted By: Rackscha

Re: PhysX Plugin Beta - 08/10/09 20:39

I get "CRASH IN MAIN"
Happens with settype(and other not known positions)
Posted By: amy

Re: PhysX Plugin Beta - 08/10/09 22:42

Unity also uses PhysX but doesn't require a driver. I think they have the PhysX source. Conitec should get the source license too since the driver requirement really sucks. :p
Posted By: Timothy

Re: PhysX Plugin Beta - 08/11/09 10:35

It works with the public beta 7.80 of gamestudio. Everything is like Tobias described it. But when I press "L" once, the car can't drive anymore.

Anyway, very good contribution!
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/13/09 08:46

Hi, I forgot to tell you, that you need the latest beta version!
(Well, some guys found it out by their own.)

The bug with the "Lift" function is very strange, I think the mistake is not in the dll but in the car.c script.

And yes, the character controller and all the other functions you find in the physX.h file should work!

Greetings,
Chris
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/16/09 22:14

Hi,
I fixed all the problems you told me.

Here is the latest beta version: //Changing server

please check out the physX.h file for more details!
can you understand the descriptions of the functions?

- If you like to use the RemoteDebugger.exe do following steps:
1. start the RemoteDebugger.exe
2. start the main.exe (or main.c)
3. in the debugger open the menu: "view"
4. set the "coordinate system" to "Right-handed"
5. set the "Camera" to "3DGS Cam" (it is only there, if you run the main file)

You can also click at dynamic physX objects and move them with the mouse without the RemoteDebugger! try it out with the blue barrels at the beginning (on the left side).

Have Fun!
Feedback would be great...
Bye
Posted By: MPQ

Re: PhysX Plugin Beta - 08/18/09 07:37

great contribution! but it does not work with beta 7.80 in my case
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/18/09 08:29

You need the latest beta version (not public beta). The latest beta version is 7.81 and is only available for beta tester.
Posted By: Arron

Re: PhysX Plugin Beta - 08/18/09 09:15

I think It would be better if they could have a check in preferences to turn on physics engine on and off. and which physics engine to use. that way you would have a seperate clean engine and nothing iranious playing with the physx engine.
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/18/09 09:19

As far as I know the physx engine will replace the ode physik engine when the physx plugin is ready. Conitec also said that they want to add vlaues to the preferences for mass, friction etc. so that you can setup physik object directly in WED.
Posted By: Petra

Re: PhysX Plugin Beta - 08/18/09 09:33

Sweet! It works perfect with the public beta!

I think I'm going to use PhysX instead of ODE for my pinball game, could save me some headaches. How much will the plugin cost?
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/18/09 09:40

As far as I know this will be the official physX plugin it was commissioned by conitec.

@Chris3D: Does your plugin already support soft body physics? I looked into the physx.h but I couldn't find a function for that.
Posted By: Arron

Re: PhysX Plugin Beta - 08/18/09 09:44

i think he should intergrate the levelbounds for the physx engine into the editor so manipulation is already there in the stream of accsess so it will have no wheels falling through the mass
Posted By: Arron

Re: PhysX Plugin Beta - 08/18/09 09:53

also do you plan to use mdl generated .tet files
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/18/09 22:33

Hi! laugh

all the guys, who don't have the latest beta version can use the main.exe file, which is also included in the carlevel.rar.

I already tested cloth and fluids in the A7 engine, but this version will only have the basic stuff.

@Arron: I haven't heared about .tet files until now, can you tell me more?
Posted By: Arron

Re: PhysX Plugin Beta - 08/18/09 23:53

there a generated face wrapper for physics similation it comes with sdk in the folder of sdk bin\win32 PhysXViewer.exe it comes with functions like iso surface and generate volume. it has ragdolls,hinges,softbodies,car effects, so
its basically the rest of physx simulation activated for runtime these files help the physx engine run somethlee to anticipate the ground level so physx dont fall thruogh terrain. and it set physx generated files in motion. thers an .object format there is also part of sdk to inergate model formats or level formats. i have several older editors if you would like to try.
Posted By: Arron

Re: PhysX Plugin Beta - 08/18/09 23:59

also the .tet files would reside by the model i think even for distribution.
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/19/09 09:39

Oh yeah, you mean the TetraMesh files, they are only useful for softbodies / cloth... so maybe later I will use it.
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/19/09 10:01

That quiiiiik sound is really anyoing! It's not played correctly, I think.
Sometimes it feels like playing over the internet. The physics lag a bit (not always but sometimes).


But overall it's working really good! I like it!

Quote:
I already tested cloth and fluids in the A7 engine, but this version will only have the basic stuff.


So this version is the one that will be officially used by conitec? And I guess you will sell the new version with soft body physics yourselfe?
Posted By: MMike

Re: PhysX Plugin Beta - 08/19/09 12:13

Why it needs the beta?
Posted By: Spirit

Re: PhysX Plugin Beta - 08/20/09 07:53

Thats the first external physics engine that really works with the car demo, very good work!

I also like that the physics functions are similar to the built in physics, this makes switching to PhysX very easy.

Have you already set up a price of your plugin?
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/20/09 16:23

Hi,

here is the latest version:
//Changing server (see first page)

I made some modifications:
- Instead of a CCDSkeleton Vertex, I used a so called "RayCast" Function for both back Wheels, this made it smoother when the car turns over. You can find that in the while loop in the ChassisInit() function.
- pXent_settype(ent,0,0) doesn't switch anymore, and clears also the related joint.

At the moment I am not sure about selling this as a separate plugin, this was actually a job done for conitec...

Greets
Chris
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 08/20/09 16:25

Quote:
At the moment I am not sure about selling this as a seperate plugin, this was actually a job done for conitec...


So I guess it will be used for Gamestudio?
Posted By: Cowabanga

Re: PhysX Plugin Beta - 08/20/09 16:33

Originally Posted By: Dark_samurai
So I guess it will be used for Gamestudio?


Quoting Chris3D's PM:
Originally Posted By: Chris3D
Hi,

jcl asked me to do that for 3dgs. When I get paid by conitec for this, you will get the physX plugin for free. I have to check, if the wrapper is the best solution... but I think it will be a wrapper. smile

Greetings Chris

Posted By: Chris3D

Re: PhysX Plugin Beta - 08/20/09 16:37

Yeah well, Jcl and I thought it would be easier for you to have the old ODE functions converted into physX functions... but there a a lot of new functions which are wrapper like.
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/21/09 15:42

Hi, I found a bad bug: the scaling of the entities got wrong when you changed the type, now it is fixed!

//Changing server (see first page)

e.g.
you can create a Convex for an entity: pXent_settype(entity,1,PH_CONVEX);
and later delete it: pXent_settype(entity,0,0);
and than create a new Sphere for the enitiy: pXent_settype(entity,1,PH_SPHERE);
Posted By: VeT

Re: PhysX Plugin Beta - 08/21/09 15:44

Looking like Jcl didn't like Newton tongue
Posted By: Cowabanga

Re: PhysX Plugin Beta - 08/21/09 16:20

Originally Posted By: VeT
Looking like Jcl didn't like Newton tongue
Don't take it personal, but people would pick PhysX over Newton even if Newton got the cloth physics tongue
Posted By: VeT

Re: PhysX Plugin Beta - 08/21/09 19:16

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=218770&page=1

In the first post, "Some info about "PhysX vs Newton" :". I dont think that everyone would like PhysX more laugh

Anyway, its really not good, that there are still no stable and published Newton 2 version, just betas...

Also, PhysX wrapper must be also very interesting wink
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/25/09 19:41

Whatever,...
there a lot of popular engines out there that use PhysX e.g. unreal engine 3... furthermore, nvidia is pushing physX forward. APEX for example, a physX kit, shows that physX is the future!


In the next days my PhysX version 1.1 will be available for purchase! There will be a PhysX Adv. version with Cloth, Softbodies and Fluids/Particles.

Greetings,
Chris K.
Posted By: Cowabanga

Re: PhysX Plugin Beta - 08/25/09 20:59

Quote:
will be available for purchase!
Didn't you said that it'll be free?? cry
Posted By: Quad

Re: PhysX Plugin Beta - 08/26/09 01:13

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)
Posted By: Chris3D

Re: PhysX Plugin Beta - 08/26/09 14:00

Quote:
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.
Posted By: sebbi91

PhysX Plugin - 08/26/09 14:37

a question:
are you planning to include some APEX features like "APEX Destruction" or"APEX Turbulence"?
http://developer.nvidia.com/object/apex.html

noises interesting!
anyway nice job Chris3D grin !
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

Posted By: VeT

Re: PhysX Plugin - 08/26/09 16:06

*go and cry* grin
Posted By: Cowabanga

Re: PhysX Plugin - 08/26/09 16:32

Originally Posted By: VeT
*go and cry* grin
I'm already crying tongue

Originally Posted By: Chris3D
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. tongue

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?
Posted By: sebbi91

Re: PhysX Plugin - 08/26/09 18:06

@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=YRMltf04rhs

I 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

Posted By: VeT

Re: PhysX Plugin - 08/26/09 18:24

Thanks for good words laugh
Posted By: Razoron

Re: PhysX Plugin - 09/03/09 13:00

good work anyway, but the plugin doesn't work with example 19 from the workshops.

See:
Code:
///////////////////////////////////////////////////////////////
#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.
Posted By: picoder

Re: PhysX Plugin - 09/03/09 13:46

I didn't use any static or rigid object. I just call "physX_load" function.
When the level opened, major fps decrease for the first minute. After about a minute, fps came back to normal value.

There are a lot of complex shader models in my level.
I closed shaders effects of all models and I tested "physX_load" function again. This time did not have any fps drop.

Why do physX_load function decrease FPS for the first minute?

PS: my graphic card is 9800 gtx

thanks in advance
Posted By: Razoron

Re: PhysX Plugin - 09/03/09 13:56

i don't think that u have to call it twice at the beginning. look in physX.h:
Code:
function physX_startup()
{
	physX_load();
	while(1){
	   physX_run();
		wait(1);
	}
}



Posted By: picoder

Re: PhysX Plugin - 09/03/09 14:19

No, I already deleted this startup function in physX.h
I manually call "physX_load" function.
Posted By: the_clown

Re: PhysX Plugin - 09/03/09 14:22

Do you also run the "physiX_run" function in a loop?
Posted By: picoder

Re: PhysX Plugin - 09/03/09 14:52

yes, i do.
I tested with physiX_run and without physiX_run but the result is same.
Posted By: the_clown

Re: PhysX Plugin - 09/03/09 14:58

It falls down, but cant be controlled?
Strange....
Posted By: Razoron

Re: PhysX Plugin - 09/03/09 15:13

try it out urself.
Posted By: rojart

Re: PhysX Plugin - 09/03/09 15:13

Hi,
Here my example for download with source code.
I've already tested all pX functions, and works fine for me.
Only for PH_HINGE I've problems with joints when bigger from global axis.
Next time I'll upload my experiences (look at the screen shots), maybe tomorrow.






How Much will it Really Cost the full version of PhysX plugin?
When should we expect the new version?

Thanks again Chris3D and keep up the good work!
Posted By: picoder

Re: PhysX Plugin - 09/03/09 15:43

Originally Posted By: the_clown
It falls down, but cant be controlled?
Strange....


I think, physX_load function calculate something on gpu for a while when first called.
Posted By: darkinferno

Re: PhysX Plugin - 09/03/09 17:29

ok, i dont get this, this plugin is suppose to be for sale, atleast at some point right? well isnt the plugin in the demo releases or is it limited?
Posted By: Chris3D

Re: PhysX Plugin - 09/03/09 18:56

Yes, the demo has limits you get a popup at the beginning and the physX_run functions exits after around 20min. You are also not allowed to use it in commercial games!

OK about the price: I like you guys so I make a very cheap price for you. Although I was working hundreds of hours on this implementation... it will be : 15 EURO
This is the price for the basic version (any upcoming updates and tutorial levels for this version will be for free)

If everything goes right you can get it tomorrow (if I finished the manual tomorrow!)

P.S.: @rojart: I will check the problem with the PH_HINGE, the alternative is pXent_CreateD6Joint() with this you can easily create ragdolls.. there will be a testlevel/playground
Posted By: Quad

Re: PhysX Plugin - 09/03/09 19:17

good price... basic version?

is there a full feature list of basic verison and the other(pro?) version?
Posted By: Dark_samurai

Re: PhysX Plugin - 09/03/09 20:01

The price is more than fair wink

What features are planned for the more advanced version?
Posted By: Helghast

Re: PhysX Plugin - 09/03/09 21:53

I can lock physics objects axis's with this?
I'll buy it otherwise, I requested this to conitec; as you can read here:

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=287308#Post287308

If you can confirm this possibility, you have yourself a new customer grin

kind regards,
Posted By: Chris3D

Re: PhysX Plugin - 09/04/09 05:47

I found out that you have to show the nvidia and physX logo also in demos as the License Agreement says(section 6. / page4):

NVIDIA EULA

so it is saver for us to add a physX and nvidia logo in our demos! I will do that, too!

P.S.: the latest version has four new functions for locking/unlocking a single or all physics entities for any translation or rotation axis.
@picoder: I will check this "fps drop" maybe I can make it faster...
Posted By: Chris3D

Re: PhysX Plugin - 09/04/09 07:02

Hi!

I have some problems with the EULA: PhysX EULA

"License. NVIDIA grants you (“you”) a limited, non-exclusive, non-transferable
world-wide, royalty-free license to (a) internally install, use and display the PhysX SDK,
solely for purposes of developing Physics Applications on Licensed Platforms; (b)
internally use, copy, modify and compile the Sample Code to design, develop and test
Physics Applications on Licensed Platforms; and (c) reproduce and distribute the
Redistributable Code only in object code form and only as fully integrated into Physics Applications, provided you meet and comply with all requirements of this Agreement."


If I understand this right, I only could sell/distribute a software that uses my plugin, and that you only can use it with this software... that is really confusing ... sorry but you have to wait until I have a solution for this problem...

"In addition, you may not and shall not permit others to:
(i) modify, reproduce, de-compile, reverse engineer or translate the PhysX
SDK; or
(ii) distribute or transfer the PhysX SDK other than as part of the Physics
Application
."


If you guys have any idea how to deal with this, you are free to tell me laugh

Greets,
Chris
Posted By: Spirit

Re: PhysX Plugin - 09/04/09 08:19

This means that you must not distribute the SDK, you can only distribute the code from the SDK in compiled form in your application, which is your physics plugin.

You find this sort of EULA in many development libraries.
Posted By: picoder

Re: PhysX Plugin - 09/04/09 08:57

Originally Posted By: Chris3D
@picoder: I will check this "fps drop" maybe I can make it faster...


Thanks Chris
Posted By: Chris3D

Re: PhysX Plugin - 09/04/09 09:15

@Spirit: I thought the physics application would be the Game Studio... you know that the Americans like to sue people, so I have to be careful to do everything right. wink

However, I think the PhysX Plugin is a Redistribution not a distribution, so section 3 in my case:

Quote:
3. Redistribution; Physics Applications. Any redistribution of the PhysX SDK (in
accordance with Section 2 above) or portions thereof must be subject to an end user
license agreement including language that
(a) prohibits the end user from modifying, reproducing, de-compiling, reverse
engineering or translating the PhysX SDK;
(b) prohibits the end user from distributing or transferring the PhysX SDK other
than as part of the Physics Application;
(c) disclaims any and all warranties on behalf of NVIDIA and its affiliated
companies and licensors;
(d) disclaims, to the maximum extent permitted by law, NVIDIA’s, its affiliated
companies and its licensors' liability for all damages, direct or indirect, incidental or
consequential, that may arise from any use of the PhysX SDK and/or Physics
Application;
(e) requires the end user to agree not to export the PhysX SDK and/or Physics
Application, directly or indirectly, in violation of any U.S. laws; and
Page 3 of 7
(f) licenses the PhysX SDK or any portions thereof for use only in conjunction
with the Licensed Platforms.

Posted By: Quad

Re: PhysX Plugin - 09/04/09 10:47

how about you are selling a 3dgs physx demo-game-thing, and buyers get the plugin for free grin?
Posted By: Dark_samurai

Re: PhysX Plugin - 09/04/09 10:58

@Chris3D: I don't think anybody will sue you because you are selling your plugin for 15€ wink
It would be different if you would sell it for 1500€.
Posted By: the_clown

Re: PhysX Plugin - 09/04/09 11:03

Yes, 15 € are indeed very cheap. I did expect it to be more.
So, looking forward, gonna buy it.^^
It adds cloth, softbody and fluid physics, right?
Posted By: Arron

Re: PhysX Plugin - 09/04/09 12:39

yes how about buying your converted script and then we get dll for free i,m sure it's legal as long as u dont sell commercial games. cause then u run into the arm and a leg liscense. though u might ask nvidia if u can just sell (hi)game(nt) and give plugin for free.

and make it so when you do grab all the other physics application
and make them optional as just throw it in only a few more mega(bites). i,m sure then youll have your justification providing nooneactually sells these plugins. aneway if thea were to worried thea woulnt of had the sdk out there anyway i think that is just a top version of the sdk. its nought the full one. where you can change perameters to engine. that one is the one that costs an arm and aleg. though it also comes with support. and there stipulation is u can,t sell top sdk.

Posted By: Quad

Re: PhysX Plugin - 09/04/09 12:39

Hey Chris3D can i get the demo download again please?(server cahnge?)
Posted By: Arron

Re: PhysX Plugin - 09/04/09 12:51

so really just sell your converted script and give dll free. see u buy script then give us the dll
Posted By: Chris3D

Re: PhysX Plugin - 09/05/09 18:47

@arron: there is no "converted script" it is an DLL-app. a compiled c++ code. Everything is fine, it was my mistake to think that a dll is not an application.

Here you can find the cardemo, with an updated version of my dll, now you can use the 2D feature.
PhysX Demos Download Page


tomorrow you can buy the basic version!
Cheers
Chris
Posted By: Quad

Re: PhysX Plugin - 09/05/09 19:21

still demanding a full feature list of basic and pro version, ill buy the basic version for sure, but would like to know what will be in a better version...(and will i be able to upgrade when pro or whatever it will be called released?)
Posted By: Arron

Re: PhysX Plugin - 09/06/09 00:57

really is what i was saying is sell uore .c script that u converted to read in gamestudio. thats the conversion prosses. just nought original sdk for ageiaphysics. if u do sell original conversion sell it as a version to .c or whatever u will but dont include original sdk for ageia unless there scripts u converted into .c, then have everyone that puchases it download the agiea physics themselves. then i'm sure your in the clear.
Posted By: Chris3D

Re: PhysX Plugin - 09/06/09 09:42

@Quadraxas: Yes, I will give you all the infomation you want, just give me some time to make the manual and the product homepage laugh
@Arron: Everything is fine, i am clear with the NVIDIA license and there is no .c script! laugh
Posted By: Chris3D

Re: PhysX Plugin - 09/06/09 23:42

Ok, the product webpage is online. the manual will be finished in a few days.
Posted By: gri

Re: PhysX Plugin - 09/07/09 07:16

hi ,

One Thing I dont understandig yet.

The PhysX plugin was developed in a contract with Conitec and
should replace the ODE Modul.

Wich version of 3DGS comes now with the PhysX plugin as standard Physics Engine ???

Besides that Chris3D is doing a geat job here.

greeetings gri,
Posted By: Helghast

Re: PhysX Plugin - 09/07/09 07:53

Originally Posted By: Chris3D
Ok, the product webpage is online. the manual will be finished in a few days.


A question about "type in your 3DGS registered name", do you mean the name your 3dgs copy is registered under?

This to me personally, isn't preferred... Also, I noticed a Pro version too, what's the difference gonna be?
If Pro is alot better, i'd rather wait for that to come out, but I couldnt find any details on your website...

please enlighten us wink

regards,
Posted By: Chris3D

Re: PhysX Plugin - 09/07/09 08:22

you can find the difference between the two versions in the feature list. pro version will be offered in about 3-4 weeks.
about the 3DGS registered name: have a look in the FAQ. It is only your real name (normally) I don't want your UserID!!! You can always upgrade to the pro later, there will be no difference in the prices.e.g.: I am not sure about the price yet, but I think the pro will cost around 30 euro, so consequently the upgrade would be 15 euro.

@gri: I don't know, but I think it will be the same like with the ODE.
Posted By: PigHunter

Re: PhysX Plugin - 09/07/09 09:08

Excellent work, Chris! I'm buying! Thank you!!!
Posted By: fogman

Re: PhysX Plugin - 09/07/09 09:56

Count me in for the pro version.
Posted By: Helghast

Re: PhysX Plugin - 09/07/09 12:04

great, that's all I needed to know grin
I'll wait till the manual is released, then i'll instantly buy it laugh

thanks!

regards,
Posted By: Warchief

Re: PhysX Plugin - 09/08/09 07:03

Great work. Congratulations.
Posted By: jweb

Re: PhysX Plugin Demo - 09/08/09 15:24

hi
i have a ATI Graka and install die PhysX Software and your car Demo. It run fine, but the Nvidia PhysX Properties dispaly : No AGEIA PhysX Processor!!!
Run your Car-Demo in a emulatione Mode with ATI Card's ???

THX
Posted By: the_clown

Re: PhysX Plugin Demo - 09/09/09 06:32

If it runs fine, wheres the problem??
Posted By: Chris3D

Re: PhysX Plugin Demo - 09/09/09 15:42

You can run the NVIDIA PhysX engine even if you don't have an AGEIA PhysX Processor. It might run slower if you have many physics objects moving at the same time.
Posted By: Helghast

Re: PhysX Plugin Demo - 09/10/09 16:45

The manual i downloaded from your website is not working...
I see all the functions and names etc, but if i click one, they don't show up anything...
How long till the manual is up and running?

regards,
Posted By: Quad

Re: PhysX Plugin Demo - 09/10/09 17:17

@Helghast right click->properties->unblock
Posted By: Helghast

Re: PhysX Plugin Demo - 09/10/09 17:37

Originally Posted By: Quadraxas
@Helghast right click->properties->unblock


FAIL! thanks man grin
Bought it as well btw now laugh
waiting for my license ^__^

regards,
Posted By: the_clown

Re: PhysX Plugin Demo - 09/11/09 11:17

I think Ill buy the pro as soon as it gets avaiable, as I WANT the cloth and fluids...^^
But does this plugin work with ATI cards as fast as with Geforce cards? I mean, I own a Geforce, but using the physics as key element will get difficult if not...
Posted By: Helghast

Re: PhysX Plugin Demo - 09/11/09 12:13

i bought the normal version, and will get the upgrade when the pro comes out, i also want cloth and fluids wink hehehheee.

I dont think it matters on the card, if the user has the physX runtime components installed he should be fine (only difference is when the user has a physics dedicated card).

I'm waiting for my key and dll to get mailed to me, how long does this take on average?

regards,
Posted By: PigHunter

Re: PhysX Plugin Demo - 09/11/09 12:57

It took me about a day to get mine. I've only had it for a couple of days and haven’t played around with it that much. I thought it would be as simple as replacing phent with pXent in my scripts. It's not. frown I looked at the car demo to get some idea on how it works, then the manual. No joy yet. Chris needs to get some examples up on how to get it to work with simple objects (boxes, spheres...) sharpish.
Posted By: Helghast

Re: PhysX Plugin Demo - 09/11/09 13:07

Yeah I read the manual, it's different, but i didnt expect it would be simple replacement tongue

But it doesnt look too hard to do, I'll try when i get mine, then i'll post some simple stuff wink

regards,
Posted By: PigHunter

Re: PhysX Plugin Demo - 09/11/09 13:16

Okay, I didn't think it would be that simple, I just hoped it would be that simple. I got a lot of other things to do, so, the least amount of time and effort I have to put into this, the better. wink
Posted By: Chris3D

Re: PhysX Plugin Demo - 09/12/09 12:29

Hi, I uploaded a new testlevel, which I will improve from time to time. the manual will be updated soon, there are some things missing, like the info, that you need the pXent_SetActorEventFlag to activate event collisions with ENABLE_FRICTION! maybe some pictures will help, too laugh
Posted By: Quad

Re: PhysX Plugin Demo - 09/12/09 14:34

Okay, thats better than the car example, at least more clear. Purchasing it right away.
Posted By: PigHunter

Re: PhysX Plugin Demo - 09/14/09 14:04

@Chris3D
What if I just want to have PhysX objects in my game, not characters, but still want the characters to be able to interact with the PhysX objects? Can this be done? Currently, I have successfully added PhysX objects to my game, (A ball entity created in the air falls to the ground and bounces.) but when I try to manipulate them with my player character, they do not react, they just sit there like static immovable objects.

Thank you
Posted By: Chris3D

Re: PhysX Plugin Demo - 09/15/09 22:21

@ PigHunter: Create a physX box with the size of your character. set the box to kinematic and than give the actor the pos. / rot. of your char.

e.g.:

Code:
player = ent_create("player.mdl",null,action);
player_temp = ent_create("player.mdl",null,action);
set(player_temp,INVISIBLE);

pXent_settype(player_temp,1,0);
pXenr_setmass(player_temp,0,0); // this make it kinematic

pXent_GlobalOffsetEntity (player_temp, player.x, player.pan);



you can try it also without the player_temp, so directly with the player entity, maybe it also works...

for more infos use this new thread:
NEW POST
Posted By: PigHunter

Re: PhysX Plugin Demo - 09/18/09 14:29

Thank you, Chris3D. That is a very innovative work around. Way to think outside the box! Or is it inside the box?
Posted By: Chris3D

Re: PhysX Plugin Demo - 09/18/09 17:12

Hi again!

I am splitting up the the pXent_setmass function, into two functions:

Code:
pXent_setmass (ENTITY* , var ); //sets only the mass

pXent_kinematic ( ENTITY*, var ); // set / reset kinematics



Because, I think it is easier to understand !

I will send/release the updated version on sunday.

Bye
Chris
Posted By: amy

Re: PhysX Plugin Beta - 10/10/09 09:57

Originally Posted By: Chris3D
physX is the future!
I kind of doubt that. physX isn't as great as its marketing says and NVIDIA's future is uncertain because of various issues like its lack of a x86 license.

At the moment I still like Newton best but with the recent moves by big companies like Sony and AMD to support Bullet, I think it's more likely that the future of physics engines lies in open source. tongue

http://www.geek.com/articles/games/amd-t...system-2009102/
Posted By: Chris3D

Re: PhysX Plugin Beta - 10/11/09 13:22

well, I think physX is better than bullet and Newton, but no one can say how it's gona be in the future... It is just my opinion.
Posted By: Yaz90

Re: PhysX Plugin Beta - 10/11/09 15:55

might be off topic but havok destruction demonstration on the project offset seemed awesome. Comparision wise what do you think for future vs physx chris3d?
Posted By: Chris3D

Re: PhysX Plugin Beta - 10/12/09 09:35

destruction works with APEX which is using PhysX... maybe I can get destruction working with 3dgs... I have to try it out
Posted By: Dark_samurai

Re: PhysX Plugin Beta - 10/12/09 15:11

So how are the new features going? Any screens or videos?
Posted By: croman

Re: PhysX Plugin Beta - 10/12/09 15:27

Originally Posted By: Chris3D
destruction works with APEX which is using PhysX... maybe I can get destruction working with 3dgs... I have to try it out


Oh, I'd love it if you try it out.
Posted By: Chris3D

Re: PhysX Plugin Beta - 10/13/09 11:41

hi, I finally got the tet file exporter working. You can create and save tet files of an entity mesh with the upcoming version.
Today or tomorrow I will update a video of the new features, which already work: cloth, softbodies and fluids. Tearing for cloth has not been implemented yet, but is planned.
Posted By: Helghast

Re: PhysX Plugin Beta - 10/13/09 11:47

I keep getting some error about, empty prototype function in main, when i load the DLL... and i did exactly what the manual said i should do... any clue on that?

regards,
Posted By: Chris3D

Re: PhysX Plugin Beta - 10/13/09 13:11

well the manual is not up to date, (sorry for that, but I had no time for updating) do you get any errors when you run the testlevel or the carlevel ( please download the latest version)? the testlevel uses almost all functions, check out if the pXent functions you are using are also in the c-lite files of the testlevel.
which part of the manual do you refer to?

Edit: search for the functions you are using in the pXent.h file! if it's not in this file, it is not correct.
Posted By: Locoweed

Re: PhysX Plugin Beta - 11/07/09 04:36

Is it possible in your TestLevel demo to actually see the actual character go into ragdoll instead of it switching to a tube body figure?
Posted By: darkinferno

Re: PhysX Plugin Beta - 11/07/09 15:11

i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though
Posted By: Quad

Re: PhysX Plugin Beta - 11/07/09 15:21

@Locoweed
use the remote debugger, it gives you exact presentation of the physical world
Posted By: Zesus

Re: PhysX Plugin Beta - 11/10/09 09:06

i got a question , physx doesn't work or compile on ATI radeon GPU's right ?
Posted By: Spirit

Re: PhysX Plugin Beta - 11/10/09 09:13

Wrong. But hardware acceleration requires nVidia hardware.
Posted By: Locoweed

Re: PhysX Plugin Beta - 11/11/09 04:53

Originally Posted By: darkinferno
i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though


That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll.

Just my advise. Take it for what's its worth.
Posted By: Helghast

Re: PhysX Plugin Beta - 11/11/09 08:50

Originally Posted By: Locoweed
Originally Posted By: darkinferno
i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though


That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll.

Just my advise. Take it for what's its worth.


I guess the problem is that cbabe is setup wrong (bones etc) so that produces very weird results...
he could hook up my ragdoll headers, and convert them to PhysX (shouldnt be that hard at all).

Who knows, i might someday..

regards,

PS: SHIT, that reminds me, i was gonna send the header's to other people... 2 weeks ago... ouch xD
Posted By: Locoweed

Re: PhysX Plugin Beta - 11/16/09 08:58

Originally Posted By: Helghast
Originally Posted By: Locoweed
Originally Posted By: darkinferno
i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though


That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll.

Just my advise. Take it for what's its worth.


I guess the problem is that cbabe is setup wrong (bones etc) so that produces very weird results...
he could hook up my ragdoll headers, and convert them to PhysX (shouldnt be that hard at all).

Who knows, i might someday..

regards,

PS: SHIT, that reminds me, i was gonna send the header's to other people... 2 weeks ago... ouch xD


I am really not trying to be a dick or anything, but surely if you can write a PhysX dll, you surely can bone an example c-babe model or something that works with it. That's all I am saying. I hate seeing people spend so many hours actually creating a good plugin or whatever, but never finish it off with practical examples for people to relate to. Absolutely have to have a Max Biped example converted to a 3dgs mdl that works with the plugin at the minimum (especially with the ragdoll, if you haven't tested the ragdoll with Max biped, well...), and perhaps even one quad, but definitely a Max Biped example. And documentation is the same. You can create the best plugin ever, but without detailed documentation, you loose 1/2 your customers just because they can't figure out or see how it works.
Posted By: darkinferno

Re: PhysX Plugin Beta - 11/18/09 11:37

i second the above
Posted By: Chris3D

Re: PhysX Plugin Beta - 11/19/09 17:22

hi,

well as you can see, I set my website "under construction", that means, I will finish all the stuff that is missing at the moment, ragdoll, good demos, documentation, destruction, pXent Pro and so on... and than release my website/demos/new products and hope everyone will be satisfied laugh

Greets
Chris
Posted By: Felixsg

Re: PhysX Plugin Beta - 11/20/09 08:27

I like too see how much the physx pro?
and is only for nvidia graphics the water, softbody and other avanced effects true?
Posted By: Locoweed

Re: PhysX Plugin Beta - 11/21/09 23:08

Shoot, if you don't have a Max Biped model to work with I can bone and weight the C-Babe model if you want.
Posted By: Locoweed

Re: PhysX Plugin Beta - 11/21/09 23:10

Originally Posted By: Chris3D
hi,

well as you can see, I set my website "under construction", that means, I will finish all the stuff that is missing at the moment, ragdoll, good demos, documentation, destruction, pXent Pro and so on... and than release my website/demos/new products and hope everyone will be satisfied laugh

Greets
Chris


Oops, didn't see this post. All is good. Sorry for bringing up stuff you probably working on already.

Loco
Posted By: Chris3D

Re: PhysX Plugin Beta - 11/24/09 20:52

softbodies and water also work with ati cards, I don't know how fast it is, but if nvidia uses the gpu, maybe it works with ati gpu too. the best way to find it out is to test the demos for softbodies and water from the nvidia website.
Posted By: VeT

Re: PhysX Plugin Beta - 02/06/10 12:01

Hi, how is your project? laugh
I'm interested because i'm going to create Inverse Kinematics for large project using PhysX(not Newton), so i'd like to use your wrapper for prototyping.
Posted By: Chris3D

Re: PhysX Plugin Beta - 02/06/10 18:41

hi, the basic version is working and the pro version is coming out next week.
Posted By: Quad

Re: PhysX Plugin Beta - 02/06/10 20:20

good new, i suppose we can "upgrade" editions?
Posted By: VeT

Re: PhysX Plugin Beta - 02/06/10 23:40

mm.. and where i can get basic version?
Posted By: Hummel

Re: PhysX Plugin Beta - 02/07/10 11:56

@VeT
Originally Posted By: Chris3D
Write me an email to get the basic version

wink
Posted By: VeT

Re: PhysX Plugin Beta - 02/08/10 10:26

Yep, i mailed to play4chris@googlemai­l.com before posting here.
Posted By: elsielefe

Re: PhysX Plugin Demo - 09/21/10 04:36

I'm just new in this site and i found out that this thread is very interesting. I will enjoy staying here.

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Software Development
Posted By: gamers

Re: PhysX Plugin Demo - 08/05/12 15:26

please re-upload the physx plugin ...
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