pXent official release! (using NVIDIA PhysX)

Posted By: Chris3D

pXent official release! (using NVIDIA PhysX) - 09/14/09 13:35

Hi,

I am officially releasing my pXent plugin. It is a physics implementation for 3DGS powered by NVIDIA PhysX.



Checkout my new Testlevel on the pXent website.

If you find bugs / errors, please post them here in this Post!

Greetings,
Chris
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 14:05

Could you also make a Physics only testlevel? without the shader and fancy lighting.
I'm quite sure that eats performance on some setups.

other then that the whole DLL seems to work great grin

When do you think you have the planned cloth physics etc in? im really waiting for that!

kind regards,
Posted By: Tai

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 14:39

When I start the level everything is floating, and I can't create spheres, and I can't move, just pan.
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 14:44

you need to install the PhysX drivers wink
Posted By: Tai

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 14:47

Ahh, will do then post results.

EDIT: The example works, but the source for the testlevel refuses to compile. Do I have to purchase the full version for it to work?
Posted By: White_Wolf

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 17:46

Hello,

nice PhysX Demo. Work fin on my PC. Only a litle bug in the testlevel with had nothing do with the PhysX. If i delate the actor of char 2 (with y) and press then x (for enable/disable) the anging crashs.

By
White_Wolf
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 18:19

Demo doesn´t work for me. There is no physic and i´ve got 3 fps. I got a nVidia Geforce 9600 GT and have PhysX Drives installed - because of Crazy Machines 2. What´s wrong?
Posted By: BoH_Havoc

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 19:16

Doesn't work for me.
I don't have any physics in the demo level.
Also, when looking at the earthball, i get a MASSIVE fps drop. As soon as the earthball gets clipped away, fps is fine again.

Geforce 9800 GT, latest drivers.
Posted By: Pappenheimer

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 20:37

That's odd, I have a quite old system, and everything runs fine.
Posted By: Tai

Re: pXent official release! (using NVIDIA PhysX) - 09/14/09 22:10

Yeah, I'm using a crappy 8200M, and I run about 23 fps (which for shaders+physics is pretty good)
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 08:06

everything runs fine on me too but:

when i run this script with demo version it works, runs fine and objects collide with level:
Code:
#include <acknex.h>
#include "pXent.h"
#include <default.c>
#include <d3d9.h>

function ball()
{
	pXent_settype(my, PH_RIGID, 1);

	pXent_setfriction(my, 100);
	pXent_setelasticity(my, 10);

}

function on_mouse_left_event()
{
	while (mouse_left) {wait (1);}
	ent_create ("earth.mdl", nullvector, ball);
}


function main()
{
	fps_max = 70;
	video_mode=8;
	wait(1);
	pX_setgravity(vector(0,0,-9.81));
	pX_SetWorldSize(0.05);
	
	level_load("level.wmb");
	pXent_settype(level_ent,3,3);
}



but when i run it with licensed version i get a crash. error dialog says crash in "physx_startup"

i do not believe this is a bug, just asking for help.

p.s. if i remove the wait(1); line, both works but both doesnt collide with level.
Posted By: DavideG

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 09:02

It's fantastic Chris! good work!
Posted By: GorNaKosh

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 12:34

Have no fps problems and all works fine...

Windows Vista SP1
ATI Mobility Radeon HD 4650
+ installed PhysX drivers
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 13:35

Thank you all for your comments!

@Quadraxas:
hi, I don't know why this error happens, but for a workaround you can try setting "-nx 100" in your command line options.

@the guys where the testlevel doesn't run:
did you try the carlevel? does it also not run?
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 13:40

Hey Chris,

yeah it worked this time thanks for the help.
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 13:58

Quadraxas: should works with pX_SetSimulationTime(60);wait(2); after pX_SetWorldSize(0.05);
Code:
#include <acknex.h>
#include "pXent.h"
#include <default.c>
#include <d3d9.h>

function ball()
{
	pXent_settype(my, PH_RIGID, 1);

	pXent_setfriction(my, 100);
	pXent_setelasticity(my, 10);

}

function on_mouse_left_event()
{
	while (mouse_left) {wait (1);}
	ent_create ("earth.mdl", nullvector, ball);
}


function main()
{
	fps_max = 70;
	video_mode=8;
	wait(1);
	pX_setgravity(vector(0,0,-9.81));
	pX_SetWorldSize(0.05);
        pX_SetSimulationTime(60);
	wait(2);
	level_load("level.wmb");
	pXent_settype(level_ent,3,3);
}



Chris: thx for update, now works with event, but I've problem with "wait (random(-10));" physics stops here, any solution?
With ODE this code works fine for me.
Code:
ENTITY* e_sphere;

function remove_ent()
{
	wait (random(-10));
	pXent_settype(me, 0, 0);
	ptr_remove(me);
}

function f_sphere()
{
        VECTOR vKick;
        e_sphere = my;
	c_setminmax(e_sphere);
	vKick.x = 1500; vKick.y = 0; vKick.z = 200;
	ini_physics(PH_SPHERE, 1, PH_SPHERE, 50, 50, 50, 50);
	if(ccd_onoff) pXent_SetCCDSkeleton(e_sphere,vector(0.25,0.25,0.25), 1);
	vec_rotate(vKick,camera.pan);
        //pXent_SetActorEventFlag ( e_sphere, level_ent, NX_NOTIFY_ON_START_TOUCH);
	activate_collision_event(e_sphere);
	pXent_addvelcentral(e_sphere, vKick);
	my.event = remove_ent;
	my.emask |= ENABLE_FRICTION;
}

function on_mouse_left_event()
{
	if (mouse_mode > 0) return;
	while (mouse_left) {wait (1);}
	e_sphere = ent_create ("ball.mdl" , camera.x, f_sphere);
	set (e_sphere, SHADOW);
}


Posted By: BoH_Havoc

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 14:49

It's working now. Seems like i always downloaded an old version of the physx drivers. I'm now using 9.09.0408 (still don't know if this is the latest?) and it's working just fine.

Nice job, now add destructable objects and i will definately buy the plugin, even if it's 100€ wink
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 15:57

Hi Chris,

There seems to be a bug with scaled terrains

check it out:

http://img17.imageshack.us/img17/8049/asdasdmx.jpg
terrain gets some offset in z axis
Posted By: Cowabanga

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 16:24

Wow, that's nice.
But sometimes the objects hangs on its place, like ODE.
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 22:04

@Quadraxas:
Do you have scaling problems with pXent_settype(hmp,3,PH_TERRAIN) or pXent_settype(hmp,3,PH_POLY) ?
I will check this out!

@Cowabanga: Can you discribe the situation more detailed? when do the obejcts hang on its place? I haven't seen such case, yet.

@rojart: you are right! this is a problem, it stops because the event function runs in the phsyX main loop... but I think I can fix this.
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/15/09 22:51

Hey Chris,
I was usin PH_POLY, now i tried with PH_TERRAIN and it doesnt seem to be workin at all. Objects just fall thru terrains, and RemoteDebugger crashes(with PH_TERRAIN).

here is the code(using PH_TERRAIN), i setup entites this way. there is a large block, and 2 terrains in level, one of them is not scaled and one of them is scaled in wed:
Code:
function main()
{
	fps_max = 70;
	video_mode=8;
	wait(1);
	pX_setgravity(vector(0,0,-9.81));
	pX_SetWorldSize(0.05);
	
	level_load("level.wmb");
	pXent_settype(level_ent,3,3);
	
	you = ent_next(NULL); // retrieve first entity
 	while (you) // repeat until there are no more entities
	{ 
		if(ent_type(you)==2 || ent_type(you)==3 || ent_type(you)==5)
		{
			pXent_settype(you,3,PH_POLY);
		}
		if (ent_type(you)==4){
			pXent_settype(you,3,PH_TERRAIN);
		}
 		you = ent_next(you); // get next entity
		
	}
	
	while(1){
		DebugPicking();
		wait(1);
	}
}



same code with PH_POLY works but the bug above occurs(prev post, scaling issue).
____________________________________

also: is this possible:

i want to make character a bit more realistic and also want to use ragdolls. So i will use sperate boxes/capsules for diffrent limbs, and make them kinematic, and will constantly set them to bone positions and they will react to physical objects right?

if the answer of the question is yes, then can i turn kinematic objects to normal physical ones at runtime.(except for removing them and creating dynamic objects at their places.) like by using pxent_settype again? Then can i convert them back to kinematic again?

also i can constraint 2 kinematic objects right?
Posted By: Cowabanga

Re: pXent official release! (using NVIDIA PhysX) - 09/16/09 00:29

Quote:
@Cowbanga: Can you discribe the situation more detailed? when do the obejcts hang on its place? I haven't seen such case, yet.

Hang on a sec, someone has modified my name in this forum.
You probably mean Cowabanga grin.


EDIT: It's back again. Anyway, i just made a sphere entity.
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/17/09 06:40

@Quadraxas:
At first, you should use pXent_settype(terrain,3,PH_POLY); because it is more precisely. Secondly, when I scale the terrain in MED I don't get any offset in A7, everything fits. If I scale it per code, only my physcis terrian gets scale, but this is normal, because you can't scale terrains per code (maybe an A7 engine bug). Consequently, I can't find any scaling bugs done by my plugin. However, this function can help you to manual work against a wrong offset:
Code:
pXent_LocalOffsetEntity(terrain,0,vector(0,0,50),nullvector);
//this sets the terrain 50 quants up


(must be set after the pXent_settyp function)

@rojart:
I have to ask jcl about the event thing, I need to find out how the wait() functions work intern.
as a workaround make a seperate function like this:
Code:
function waiter()
{
	wait (random(-10));
	pXent_settype(me, 0, 0);
	ptr_remove(me);
}

function EventImpact()
{
	waiter();
}



By the way, remove all "set(ent,SHADOW);" functions if you don't use it or you might get crashes.

Greets
Chris

P.S.: There will be a ragdoll tutorial/testlevel.
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/17/09 08:00

Ok, I fixed the event bug and will send the new version to my customers laugh

Cheers,
Chris
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/17/09 15:21

thanks for the input, yes when i scale it from MED it works, i was talking aboutt scaling in WED but i also guess that it is not supposed to be scaled in WED
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/17/09 21:31

@Quadraxas: use vec_scale(my.scale_x,1/my.scale_x); before you run pXent_settype and it should work with WED scaled terrains!

Code:
#include <acknex.h>
#include "pXent.h"
#include <default.c>
#include <d3d9.h>

function ball()
{
	pXent_settype(my, PH_RIGID, 1);
	pXent_setfriction(my, 0);
	pXent_setelasticity(my, 10);
}

function on_mouse_left_event()
{
	while (mouse_left) {wait (1);}
	ent_create ("earth.mdl", nullvector, ball);
}

function main()
{
	fps_max = 70;
	video_mode=8;
	pX_setgravity(vector(0,0,-9.81));
	pX_SetWorldSize(0.05);
	
	level_load("level.wmb");
	wait(1);	
	pXent_settype(level_ent,3,3);
	while(1)
	{
		DebugPicking();
		wait(1);
	}
}

// Skill1: body 1
// Skill2: hull 0
action set_physics()
{
	vec_scale(my.scale_x,1/my.scale_x);
	pXent_settype(my,my.skill1,my.skill2);	
}


Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/17/09 22:48

great thanks!
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 09/18/09 07:44

pro version, when? tongue
I really want to use the cloth physics grin

regards,
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 09/18/09 14:21

@Chris3D
You should date the releases on the downloads page of your website.

Thank you
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/18/09 17:15

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

P.s.:you are right pighunter, when i have more time, I will do it laugh
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 09/20/09 13:43

Thanks Chris for the update, now works without any problem.

I noticed that the PH_HINGE joints are bigger, when I change the global position from root axis, but when I change the function pX_SetWorldSize(0.05) to pX_SetWorldSize(1.0) is all ok , maybe a scaling bug?
I know as workaround I can use the pXent_CreateD6Joint function, but for simple functions like doors, windows i need the PH_HINGE too.

Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 09/20/09 15:06

yes i also have problems with adopted joint functions, d6 joint works fine though.

IE i could not get PH_WHEEL to work.
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 09/21/09 20:43

@Chris3D
On Sunday did you send out the update that you last posted about? Because I did not receive anything.

Thank you
Posted By: Blink

Re: pXent official release! (using NVIDIA PhysX) - 09/22/09 13:54

@CHRIS3D: is this plug-in for A7 only, or can I use it for A6?
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/23/09 17:22

Try it out blink, I think it could work with A6 !

Check out the new testlevel!!!

I couldn't finish the ragdoll completely, because ent_bonerotate/-move is very tricky to use, maybe you find a way. You can find the ragdoll function in the character.c script in the testlevel V3 (uncompiled).

I am now on 3DGS "vacation" for 2 weeks, because I have to finish other projects in this time. So, see you in 2 weeks! If you really have big problems with the new dll you can send me a message to the pXent support mail (on the pXent website).

Greets
Chris K.
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 09/24/09 07:58

The old testlevel worked for me, but the new one immediatly crashes at startup...

Any idea on that?
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/24/09 10:44

Hi, the level_ent didn't work, I think it is a 3dgs bug.
I updated a new working version! ( on vista it doesn't work, but I will fix this later..)
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 13:10

Hi,
I found some time to fix all known bugs! check out the updated testlevel:
Downloads

When you make your own physics level:
it is important to set the nexus to a higher level as the default value! try nexus = 200 or set the max_entities = 99999 for levels that uses the level_ent pointer or have many Actors.

Greets
Chris
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 13:15

Can´t start:
Originally Posted By: Windows
Main.exe funktioniert nicht mehr...


in english: main.exe doesn´t work anymore...

what to do? I can´t even start frown!
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 13:26

did you try to run the main.c too?

I tested it on 4 different systems and get no errors/problems at all. Did you install the latest physX driver software?
did you check the date of your download?
if you have vista you should run as administrator!
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 13:55

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?).
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 15:20

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
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 16:18

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
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 20:47

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
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 09/27/09 23:21

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
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 09/28/09 10:25

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.
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/07/09 10:31

hi, I updated the carlevel and the testlevel yesterday!
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/08/09 04:13

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.
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 10/08/09 15:38

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.
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/08/09 15:48

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.
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/09/09 05:03

Hey Chris3D,

Below is a link to a video that shows some of the issues I have been experiencing.

[video:youtube]http://www.youtube.com/watch?v=3P0kEMY_-9w[/video]

Thank you.
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 10/09/09 13:02

Make sure to activate pX_SetCCD(1); function, then attach pXent_SetCCDSkeleton(my,vector(0.25,0.25,0.25), 0); to your entity action, now you can jump on any entities.
Play with pX_setautodisable(1.0, 1.0); function too and make your pXent_setmass a bit bigger.

From PhysX Documentation
"Continuous collision detection is useful for fast moving objects. With traditional collision detection, fast moving objects pass through other objects during a single time step. This effect is known as tunneling. Imagine a bullet traveling towards a thin metal plate, in the first time step it would be on one side and in the next it would be on the other.To deal with this problem, a technique known as continuous collision detection (CCD) is necessary."
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/09/09 13:17

Okay, I'll play around with the CCD when I get home. I already played around with setautodisable and setmass, neither helped.

Thank you, rojart!
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/10/09 00:38

Just as I thought, CCD does not help. Again, I want to stress that the instability (moving around all goofy before settling) only takes place on certain faces/sides of the models. Also, I am still able to push the barrel models straight through the ground by jumping on them with the player model.

Thank you.
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/11/09 12:40

I think your enitities/wmps have a very large scale, PhysX doesn't like that!
Try different values for the

pX_SetWorldSize(0.05);

and

pX_setgravity(vector(0,0,-9.81));

you have to set pX_SetCCD(1); try it after the level load
and set pXent_SetCCDSkeleton(barrel,vector(0.25,0.25,0.25),1); only for the barrel objects!

also pXent_SkinWidth(barrel, 0.01); might help laugh



Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/14/09 15:09

Here is a new Video of some new features of the Pro Version.

[video:youtube]http://www.youtube.com/watch?v=QKuMrIlzvuc[/video]

Enjoy!
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 10/14/09 15:12

o.o looks great!
Posted By: PigHunter

Re: pXent official release! (using NVIDIA PhysX) - 10/14/09 15:19

WOW! You're getting me all wet, Chris3D. Juice me up baby!
Posted By: White_Wolf

Re: pXent official release! (using NVIDIA PhysX) - 10/14/09 17:27

Very nice. Cool Video. I hope the pro version of this plug in coming soon as possible.

by
White_Wolf
Posted By: NeoNeper

Re: pXent official release! (using NVIDIA PhysX) - 10/15/09 17:57

I do not run.
error of variable not Declared. because this?
error: "level_ent Undeclaraded"
(T.T)
Whyy?
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 10/15/09 19:12

If the Pro comes out, i´ll buy it!!

The fluid/water effects are sooooo great - that´s what i needed laugh.
Posted By: croman

Re: pXent official release! (using NVIDIA PhysX) - 10/16/09 11:27

It looks really great, yea. But can you tell us if you tried to implement the destruction of models already and/or do you have it in plans?
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 10/17/09 21:45

I still cant even get the DLL to load!
Testlevel runs fine, but as soon as I try to include it on my own project i get the error: "Empty prototype called in main"...
Why is this, any idea anyone? it's getting me really pissed off!
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 10/17/09 21:46

let me check the last version, will post back in a minute.


edit:it worked fine with my small testing level. does it say pXent.dll loaded on startup screen?

Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 10/17/09 21:57

Originally Posted By: Quadraxas
let me check the last version, will post back in a minute.


edit:it worked fine with my small testing level. does it say pXent.dll loaded on startup screen?


No, it does not, also all of a sudden the Testlevel doesnt work anymore (i reinstalled the PhysX drivers, but that didnt change anything), gives an error in PhysX_Startup...
(these: Download Page )

what am I doing wrong?
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 10/17/09 22:15

strange, dll should have been loaded.

error in phys_startup was solved by setting nexus to something like 100 (start with -nx 100) afaik.
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 06:28

yeah, tne nexus solved that indeed ^_^ but then i still cant load the DLL in my custom projects...
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 14:41

@ Helghast: I don't know what you are doing in your project, but the dll runs fine, so the problem must be in your code.
if you like, you can send me your project (packed) to the email support address and I can have a look at it.(if it's not too big)
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 14:44

At the moment I am trying to get the destruction things working... and the pro version release is delayed for another week, sorry.
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 17:00

Originally Posted By: Chris3D
@ Helghast: I don't know what you are doing in your project, but the dll runs fine, so the problem must be in your code.
if you like, you can send me your project (packed) to the email support address and I can have a look at it.(if it's not too big)


I just send you an email with the "project".
thanks!
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 21:01

Originally Posted By: Chris3D
At the moment I am trying to get the destruction things working... and the pro version release is delayed for another week, sorry.


alrigt, guess we can wait.(worths for desturction,right?)

So, how much will it cost? i have standart version and i can upgrade to pro i assume?
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/18/09 21:14

of course you can upgrade... the prize is not set yet, but it will be a fair prize.
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 10/20/09 07:20

hey Chris, have you had time to look at my problem yet?
I have no idea what's wrong, and it's quite holding my project back alot.
I hope you can manage some time for me to have a quick glance, if you need my pc specs too, lemme know, i can email those too.

regards,
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 10/25/09 12:55

for alls guy who had the same problem as Helghast:
you have to copy all the Nx... dlls from the testlevel to your project folder or PhysX won't work.
Posted By: Blackchuck

Re: pXent official release! (using NVIDIA PhysX) - 12/20/09 14:26

Were can I buy NVIDIA PhysX?
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 12/20/09 14:38

The page is completly down, not anymore under construction:

Quote:

bplaced.net Diese Seite ist leider nicht mehr verfügbar, Fehler 404. Sorry, this page is not available any more, error 404. - Impressum

Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 12/25/09 20:06

does anyone has the latest pxEnt manual, site is down, i need the manual?
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 12/25/09 23:00

Originally Posted By: Quadraxas
does anyone has the latest pxEnt manual, site is down, i need the manual?


here it is!
pXent.chm - pXent Manual
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 12/25/09 23:09

thank you ^^
Posted By: NeoNeper

Re: pXent official release! (using NVIDIA PhysX) - 03/01/10 14:29

heloo..
It would like to know if still it exists the pXent?
The site of the project does not function more…
(T.T)
Sniff snifff..
Posted By: NeoNeper

Re: pXent official release! (using NVIDIA PhysX) - 03/02/10 14:48

somebody can post the link for download of the pXent?
Posted By: Cowabanga

Re: pXent official release! (using NVIDIA PhysX) - 03/02/10 15:07

Originally Posted By: NeoNeper
somebody can post the link for download of the pXent?
What?! You have to buy it.
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 03/02/10 15:23

but he is not able to...
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/02/10 15:40

somewhere in this thread, he said he is busy, but he will release pxent pro and new website sometime.
Posted By: NeoNeper

Re: pXent official release! (using NVIDIA PhysX) - 03/04/10 13:24

I had lowered donwload old.however I lost and wanted to use again.
(T.T) snif
Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 03/21/10 22:09

Hi,
here are too new cloth test demos. Check it out...

pXentPro_ClothDemo1.rar

pXentPro_ClothDemo2.rar
(use space to throw balls.)
... and plz tell me if you get any errors or so.

Greets
Chris

Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/21/10 22:33

demo1 looks great!(i had a strange stretching on the dress of the woman once but couldnot reproduce it, but that also happens on other AAA physx games sometimes, so i am guessing it is not app related but caused by the physx.)

cannot download demo2. - okay it works now.

edit:

demo2 crashes right after starting.

-crash in physx_basket
-crash in physx_cloth
-crash in phtsx_basket

Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 09:13

both crash straight away, but im not sure if i have the PhysX codec installed... cant find it anymore on Nvidia's site though... maybe you can offer a link or a download on your website to it, just for easy reference?

regards,
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 12:05

http://www.nvidia.com/object/physx_9.09.1112.html
Posted By: Rei_Ayanami

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 14:45

mh...

Main exe found a problem and must be closed...
Posted By: Helghast

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 15:34

thanks Quadraxas laugh

The clothtest randomly crashes...
If i dont hit the cloth at all after some seconds, otherwise after firing some balls and making the scene covered in cloth.
The basketball demo wont run at all, at initialising it says it has a crash in Physx_cloth (when i run from main.c, main.exe will just crash with windows error).

regards,
Posted By: Dark_samurai

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 16:35

The first demo works for me (and it looks good laugh ). But it crashes when closing, so maybe somethign is not correct closed.

The second demo crashes when I open it. It shows the basketball hoop for one frame and crashes then.
Posted By: Anonymous

Re: pXent official release! (using NVIDIA PhysX) - 03/22/10 22:10

The first demo crashes always after some random time.
The second demo runs fine.

I have Windows7.
Posted By: rojart

Re: pXent official release! (using NVIDIA PhysX) - 03/23/10 15:44

Same problem here:
First demo crashes after some seconds: "Fehlermodulname: PhysXCooking.dll"
Quote:
Log of A7 Engine 7.82.3 run at Tue Mar 23 16:24:54 2010
Robert on Windows NT/2000/XP version 6.0 Build 6002
Options -diag
App: G:\dev\sdk\pXentPro_ClothDemo\main.exe in G:\dev\sdk\pXentPro_ClothDemo\
Author: Chris Kahler

MM mixer opened
DSOUND device opened
DI interface opened
Start Window opened
(c) Conitec / oP group Germany / www.3dgamestudio.com
A7 Engine - Pro Edition V7.82.3 - Jan 7 2010
Linking G:\dev\sdk\pXentPro_ClothDemo\main.exe...

Mouse found
Lautsprecher (Realtek High Definition Audio) opened
NVIDIA GeForce 9800 GTX/9800 GTX+ pure T&L device 1ff9 detected
D3D device NVIDIA GeForce 9800 GTX/9800 GTX+ 1ff9 selected
Opening 77 resources in MAIN.EXE...
pXentPro.dll opened
main.wrs opened
CreatePart: function not found
test: function not found..

Running MAIN.EXE.
Main started at 1.569
set_cloth_options_startup started
physX_startup started
def_startup started
mtlfx_startup started
ControlCamera_startup started
D3D_Init Window: 1680x1050 -> Window: 1x1680x1050x32
Video memory found: 2010 MB
Main loop at 2.664...
Server started at 2.664
Client started at 2.664.
1st frame with 2010 MB at 2.665
LevelInit at 7.608
0 entities 1 cameras 0 lights 0 sounds 0 paths
0 lmaps 0 textures
Physics restarted...ok
LevelReady at 7.612


Posted By: Chris3D

Re: pXent official release! (using NVIDIA PhysX) - 03/24/10 13:17

Thx for your reply.

I think, in the first demo the tearing causes the problem.
I have to figur out why; this will take some time.

In the second demo, the plugin has to handle two cloth at the same time. Remove the second basket in WED and try it with only one cloth object. Or create the second cloth object after the first has been created.

Greets
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/24/10 16:51

Hmm, i am not sure if it's about tearing. Looks to me like it crashes at the point where the physics simulation of the woman's dress should start.
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/27/10 11:53

i recorded a video of the demo:
http://www.youtube.com/watch?v=HMKsdos0g44

@Chris3D, if you want the video to be removed, please let me know.
Posted By: Random

Re: pXent official release! (using NVIDIA PhysX) - 03/29/10 13:37

Were did you all downloaded or buyed PhysX?
The webside is down and there are no links.
Posted By: Quad

Re: pXent official release! (using NVIDIA PhysX) - 03/29/10 13:53

@Random: I have the basic version which doesnot support cloth and fluid physx. I recorded the video from the DEMO posted on previous page.

I got it when the site was still active, but i guess you can get the basic version by PMing Chris3D. Pro version is not released yet.

On a side note, A8 will feature Physx built in, but i suspect that the fluid and cloth physx will be available on free edition of a8.
Posted By: Random

Re: pXent official release! (using NVIDIA PhysX) - 03/30/10 12:06

Oh realey?!
Cool!
Posted By: NeoNeper

Re: pXent official release! (using NVIDIA PhysX) - 05/05/10 14:41

Hiii the link for download pxent_Demo2 not found. (T.T)
somobody can up link for me (T.T) plz plz
Posted By: Random

Re: pXent official release! (using NVIDIA PhysX) - 07/22/10 11:57

Both links don`t work anymore...
Can I have a link to???
Posted By: Rackscha

Re: pXent official release! (using NVIDIA PhysX) - 07/22/10 21:06

best is you get your hand on a A8 update for a proper implimentation wink
Posted By: Random

Re: pXent official release! (using NVIDIA PhysX) - 07/23/10 11:59

have it know (A8 beta version...)
But I still don``t know how to make those physics work.
Or do I look like Jesus, the all knowing???
Posted By: Sajeth

Re: pXent official release! (using NVIDIA PhysX) - 07/23/10 12:10

LOL!
Why would you need a 3rd party plugin for something hardcoded in the engine?
And if you cant read a simple manual, why bother developing games?
Posted By: Random

Re: pXent official release! (using NVIDIA PhysX) - 07/24/10 10:09

No, no, no...
I meen the clothe physics.
It doesn``t stand in the manual, how to use it.
Posted By: Sajeth

Re: pXent official release! (using NVIDIA PhysX) - 07/24/10 10:28

Clothes, Liquids and so on is not implemented... I guess we'll have to wait for the community to do so : /
Posted By: Rackscha

Re: pXent official release! (using NVIDIA PhysX) - 07/26/10 18:15

JCL statet that cloth etc will be implemented during development and future updates. Its just not in at the beginning but planned for future updates as soon as A8 goes stable.
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