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APEX for 3dgs? #386825
11/09/11 16:29
11/09/11 16:29
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Hi,

Just read that there is a framework for Destruction, called APEX.
Its designed for PhysX, and free of charge. Thought it might be a nice feature for the future(since we have PhysX, why not adding something like this?)

EDIT: forgot: APEX is for clothing and other features to.

Nvidia Apex

Last edited by Rackscha; 11/09/11 16:30.

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Re: APEX for 3dgs? [Re: Rackscha] #386827
11/09/11 17:04
11/09/11 17:04
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Posts: 379
Flevoland, 5 meters under wate...
looks awesome!
I don't know if many people will use it,
but it could put gamestudio a step ahead of other engines.
and it provides eye candy laugh


Check out the throwing game here: The throwing game
Re: APEX for 3dgs? [Re: Roel] #386838
11/09/11 18:14
11/09/11 18:14
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Yeah it looks great. But it is somehow a large step between saying "add this" and getting it smile from my point of view, it is more important to get PhysX supported in it's full scale, and maybe later, when this is done, one could go ahead and try to integrate APEX into Gamestudio.

Nevertheless, the most important part of it all would be a solution to 1) get an MDL into APEX and 2) a solution that transforms the output of APEX - however it looks like - into MDLs again wink

Last edited by HeelX; 11/09/11 18:15.
Re: APEX for 3dgs? [Re: HeelX] #386847
11/09/11 19:55
11/09/11 19:55
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
Ofcourse its not an easy task. But i thought using APEX for things like clothing for example, could speedup handling those things(since it seems that its a top layer above tiny nasty functions^^).

The MDL thing:
Havent worked with DirectX yet, but as far as i know, there is only a single interface for a mesh in DirectX. Index, VertexBuffers(EdgeBuffer?). So regardless of the file we are loading, it all uses the same BASIC structure. And current objects are already working with PhysX(Since we have polycollision, the mesh is sent to PhysX)

EDIT: remember the NewtonDLL where you got the entity's DirectX Mesh (ent_getmesh) to add static polygon world collision. And ent_setmesh is the other way in LiteC.

So there must be a proper implementation within the deep sourcecode of 3dgs itself.


Last edited by Rackscha; 11/09/11 19:58.

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: APEX for 3dgs? [Re: Rackscha] #386852
11/09/11 21:28
11/09/11 21:28
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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I wrote about the MDL stuff in order to use it with their standalone editor. APEX is an artist-driven toolset. So why not taking advantage from that there already exists a nice thing to use?


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