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Re: GEO mod 2.0 [Re: sebbi91] #275032
06/29/09 20:03
06/29/09 20:03
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croman Offline
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well if you're looking like that about performance...it depends how you programm it. you could get more fps with physx then with havoc if you do better programming and optimization............at least it should be like that...



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Re: GEO mod 2.0 [Re: croman] #275155
06/30/09 11:21
06/30/09 11:21
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sebbi91 Offline OP
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sebbi91  Offline OP
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????
Really?

I didn't know this!
Thanks for the information!
But I don't know how to include PhysX in Gamestudio!

Newton or ODE is the only possible way for me!
But if you could tell me how to use PhysX, I would use it too!

thanks for the information ^^
Sebastian


3D-Gamestudio A8 - Commercial
Re: GEO mod 2.0 [Re: sebbi91] #275167
06/30/09 12:41
06/30/09 12:41
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croman Offline
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i was talking hypotetically...if we could have physx or havoc with 3dgs it would depend on your programming skill to get more fps.

anyway, if you'd like to use physX with 3dgs you or someone else should write a wrapper like VeT did for newton



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Re: GEO mod 2.0 [Re: croman] #275171
06/30/09 13:09
06/30/09 13:09
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sebbi91 Offline OP
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Ahhhh

I heard Chris3D is now writing for a PhysX-Plugin!
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=275016#Post275016
(Last comment)


Should be awesome ^^


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Re: GEO mod 2.0 [Re: sebbi91] #275178
06/30/09 13:32
06/30/09 13:32
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ratchet Offline
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Well Havock can be used for non commercial things only !

For Nvidia Pysix, it could be implemented in A7 , i don't know why it is not planned frown
Even old and buggy engines have it implemented like Dark Basic Pro !
The problem, will we have tools to edit physic properties vissually ? i doubt 3DGS is lot more coder oriented than artist !!

Re: GEO mod 2.0 [Re: ratchet] #275425
07/01/09 10:36
07/01/09 10:36
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sebbi91 Offline OP
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I am using Newton now!
^^
Because the newton objects don't fall trough the terrain ^^
Newton has more realism!

@ VeT :
The links in your description are dead
But thanks for the wrapper ^^

@all:
I got some ideas to simulate this MOD!
I saw some Videos from DMM-Physik system
http://www.pixelux.ch/content/view/52/50/
http://www.pixelux.ch/component/option,com_frontpage/Itemid,1/
http://www.pixelux.ch/content/view/28/43/


I think the model will be deformed at the beginning and if the deformation is to big the model will chosen with an other broken modell!
I think its possible to make this with the AUM 50 code!(Deformable terrains)
and ent_morph!

And a bit Ragdoll flexibility ^^



Last edited by sebbi91; 07/01/09 10:39.

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Re: GEO mod 2.0 [Re: sebbi91] #275426
07/01/09 10:40
07/01/09 10:40
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amy Offline
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Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.

Re: GEO mod 2.0 [Re: amy] #275429
07/01/09 10:46
07/01/09 10:46
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sebbi91 Offline OP
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Originally Posted By: amy
Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.

grin
cool!
Didnt know this!
Is there a Tutorial that tells me step by step all functions of Newton2(and how to use it)?
I only found the small description of one PH Ball in a Level!

Last edited by sebbi91; 07/01/09 10:46.

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Re: GEO mod 2.0 [Re: amy] #275441
07/01/09 11:23
07/01/09 11:23
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croman Offline
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Originally Posted By: amy
Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.


now i'd like to know if VeT's wrapper is able to do that?



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Re: GEO mod 2.0 [Re: croman] #275449
07/01/09 12:06
07/01/09 12:06
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croman Offline
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croman  Offline
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and btw amy, where'd you see that Newton supports that? can you post a link?



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