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Re: PhysX Fluid and Sof Body Beta Samples [Re: gri] #434566
12/20/13 22:01
12/20/13 22:01
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
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rojart  Offline OP
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Joined: Oct 2004
Posts: 900
Lgh
Exactly, but the simplest version is that your just convert it to tetrahedral meshes and SDK makes the rest for you.

Here is one very good old example demo of Soft bodies, if you are interested yet:
THE GREAT KULU: TECHNOLOGIE-DEMO



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: PhysX Fluid and Sof Body Beta Samples [Re: rojart] #434707
12/24/13 16:40
12/24/13 16:40
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
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rojart  Offline OP
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Joined: Oct 2004
Posts: 900
Lgh
@3run @gri @Random: Hello again, because the OVERLAY flag works now i've sent the demo to you.
If your GPU is not nVidia, reduce the MAX_PARTICLES to 5000-10000 depends of your CPU.
The emiter, drain and form has no effect yet.
If you have kepler GPU, please use the both kepler files from KeplerPatch32 folder.
If you have problems, please send me the acklog.txt file, thanks!

Merry Christmas!



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: PhysX Fluid and Sof Body Beta Samples [Re: rojart] #434712
12/24/13 17:49
12/24/13 17:49
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
I've tested the demo and I've just sent you the results! laugh

Greets


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: PhysX Fluid and Sof Body Beta Samples [Re: 3run] #434863
12/28/13 19:00
12/28/13 19:00
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
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rojart  Offline OP
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Joined: Oct 2004
Posts: 900
Lgh
This was a very quick and very precise response, thank you very much!

I've looked deeply in the log files and have established, that kepler dll has started a bit faster.

results wihout KeplerPatch32:
Quote:
Opening PhysX...

- GPU: NVIDIA GeForce GT 430

- gHardwareSimulation: 1

ok
LevelInit at 7.553 0 lmaps 0 textures...ok

results with KeplerPatch32:
Quote:
Opening PhysX...

- GPU: NVIDIA GeForce GT 430

- gHardwareSimulation: 1

ok
LevelInit at 1.272 0 lmaps 0 textures...ok


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: PhysX Cloth Beta Samples [Re: rojart] #445699
09/20/14 16:51
09/20/14 16:51
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
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Tele  Offline
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Joined: Mar 2005
Posts: 68
Baesweiler
Hallo rojart
I need the Programm
http://www.public.gamefactor.eu/a8/px/px_cloth_samples.rar
from you.
I wonnt make more cloth Flags, and I dont now to make it.
Gruss Tele

Re: PhysX Cloth Beta Samples [Re: Tele] #445815
09/26/14 08:35
09/26/14 08:35
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
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rojart  Offline OP
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Joined: Oct 2004
Posts: 900
Lgh
You're right, fixed issue with wind and external acceleration on second cloths.
Check out this ackphysX.dll file with code below.

Code:
#include <default.c>
#include <ackphysX.h>
#include <mtlFX.c>

PANEL* pInfo = NULL;
FONT* fA20b = "Arial#20b";

function fBallinit()
{
	set(my,SHADOW|CAST);
	pXent_settype(my,PH_RIGID,PH_SPHERE);
	pXent_setmass(my,6);
	pXent_setelasticity(my,100);
	pXent_addvelcentral(my,vec_rotate(vector(1000,0,400),camera.pan));
	pXent_addtorquelocal(my,vector(100,5,0));
	wait(-30);
	ent_remove(me);
}

function on_space_event()
{
	ent_create ("basket_ball.mdl", camera.x, fBallinit);
}


function main()
{	
	PANEL* pInfo = pan_create(NULL,5);
	pan_setdigits(pInfo,0,5,2,"%4.0f x", fA20b, 1, screen_size.x);
	pan_setdigits(pInfo,0,50,2,"%4.0f", fA20b, 1, screen_size.y);
	pan_setstring(pInfo,0,90,2, fA20b,str_create("PhysX Cloth Demo by Robert Judycki"));
	pan_setstring(pInfo,0,5,40, fA20b,str_create("Press [Space] key to shoot a ball into the scene"));
	set(pInfo, OUTLINE|SHADOW|SHOW);
	
	shadow_stencil = 2;
	fps_max = 60;

	level_load("");	
	physX_open();
	vec_set(sky_color,COLOR_BLUE);
	vec_set(sun_angle.pan,vector(300,60,5000));
	vec_set(camera.x,vector(-1200,0,500));
	vec_set(camera.pan,vector(0,-10,0));
	camera.arc = 90;

	// generate ground plane
	ENTITY *ground = ent_createterrain(NULL,vector(0,0,0),16,16,1000);
	bmap_fill(bmap_for_entity(ground,0),COLOR_GREEN,100);
	pXent_settype(NULL,PH_STATIC,PH_PLANE);
	
	//////////////////////////////
	// Cloth #1
	//////////////////////////////
	
	// generate flag pole	
	ENTITY *pole = ent_create(CUBE_MDL,vector(0,400,40*8),NULL);
	vec_set(pole.scale_x,vector(0.5,.5,40));
	vec_set(pole.pan,vector(0,0,0));
	vec_set(pole.blue,COLOR_WHITE);
	set(pole,SHADOW|CAST);
	pXent_settype(pole,PH_STATIC,PH_BOX);
	
	// generate flag
	ENTITY *cloth = ent_create("clothflag.mdl",NULL,NULL);
	vec_set(cloth.pan,vector(0,0,0));
	cloth.material = mtl_twosided_alpha;
	cloth.ambient = 50;
	set(cloth,SHADOW|CAST);
	set(cloth.material,PASS_SOLID); // required for shadow
	ent_clone(cloth); // Prevents, that all clothes move the same way
	
	// attach flag to pole
	c_setminmax(pole);
	c_setminmax(cloth);
	vec_set(cloth.x,vector(
	pole.x,
	pole.y+(cloth.max_y-cloth.min_y)/2,
	pole.z+pole.max_z-(cloth.max_z-cloth.min_z)/2));
	
	// setup flag cloth	
	var cloth_options[40];
	memcpy(cloth_options,CLOTH_DEFAULT,40*sizeof(var));
	vec_set(cloth_options[25],vector(-1,-1,0));  // external acceleration
	vec_set(cloth_options[28],vector(0,30,0));  // random wind acceleration

	cloth_options[9] = 4; // Tear Factor
	cloth_options[37] |= NX_CLF_GRAVITY|NX_CLF_BENDING|NX_CLF_COLLISION_TWOWAY|NX_CLF_SELFCOLLISION|NX_CLF_TEARABLE;
	
	pXent_cloth(cloth,pole,NX_CLOTH_ATTACHMENT_TWOWAY,0,0,cloth_options);
	
	//////////////////////////////
	// Cloth #2
	//////////////////////////////

	//generate flag
	ENTITY *cloth2 = ent_create("clothflag.mdl",NULL,NULL);
	vec_set(cloth2.pan,vector(0,0,0));
	cloth2.material = mtl_twosided_alpha;
	cloth2.ambient = 50;
	set(cloth2,SHADOW|CAST);
	set(cloth2.material,PASS_SOLID); // required for shadow
	ent_clone(cloth2); // Prevents, that all clothes move the same way
	
	ENTITY *pole2 = ent_create(CUBE_MDL,vector(-300,-550,40*8),NULL);
	vec_set(pole2.scale_x,vector(.5,.5,40));
	vec_set(pole2.pan,vector(0,0,0));
	vec_set(pole2.blue,COLOR_WHITE);
	set(pole2,SHADOW|CAST);
	pXent_settype(pole2,PH_STATIC,PH_BOX);
	
	// attach flag to pole
	c_setminmax(pole2);
	c_setminmax(cloth2);
	vec_set(cloth2.x,vector(pole2.x,pole2.y+(cloth2.max_y-cloth2.min_y)/2,pole2.z+pole2.max_z-(cloth2.max_z-cloth2.min_z)/2));	
	
	vec_set(cloth_options[25],vector(1,1,0));  // external acceleration
	vec_set(cloth_options[28],vector(0,60,0));  // random wind acceleration
	
	cloth_options[37] &= ~NX_CLF_TEARABLE;
	
	pXent_cloth(cloth2,pole2,NX_CLOTH_ATTACHMENT_TWOWAY,0,0,cloth_options);
	
	//////////////////////////////
	// Cloth #3
	//////////////////////////////

	//generate flag
	ENTITY *cloth3 = ent_create("clothflag.mdl",NULL,NULL);
	vec_set(cloth3.pan,vector(0,0,0));
	cloth3.pan = 180;
	cloth3.material = mtl_twosided_alpha;
	cloth3.ambient = 50;
	set(cloth3,SHADOW|CAST);
	set(cloth3.material,PASS_SOLID); // required for shadow
	//ent_clone(cloth3); // Prevents, that all clothes move the same way
	
	ENTITY *pole3 = ent_create(CUBE_MDL,vector(500,0,40*8),NULL);
	vec_set(pole3.scale_x,vector(.5,.5,40));
	vec_set(pole3.pan,vector(0,0,0));
	vec_set(pole3.blue,COLOR_WHITE);
	set(pole3,SHADOW|CAST);
	pXent_settype(pole3,PH_STATIC,PH_BOX);
	
	// attach flag to pole
	c_setminmax(pole3);
	c_setminmax(cloth3);
	vec_set(cloth3.x,vector(pole3.x,pole3.y+cloth3.min_y,pole3.z+pole3.max_z-(cloth3.max_z-cloth3.min_z)/2));	
	
	vec_set(cloth_options[25],vector(0,1,0));  // external acceleration
	vec_set(cloth_options[28],vector(0,-50,0));  // random wind acceleration
	
	cloth_options[37] |= NX_CLF_TEARABLE;
	
	pXent_cloth(cloth3,pole3,NX_CLOTH_ATTACHMENT_TWOWAY,0,0,cloth_options);
}



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: PhysX Cloth Beta Samples [Re: rojart] #445834
09/26/14 16:29
09/26/14 16:29
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
Junior Member

Joined: Mar 2005
Posts: 68
Baesweiler
Hallo rojart
Danke für die hielfe...usw
Ich hab die DDL in Acknex_plugins koppiert.

Die Flaggen werden dargestellt,
aber beim anzeigen der 2. und 3. Flagge bricht
die Windanim für 2 Flaggen zusammen.

als ob die:

var cloth_options[40];
memcpy(cloth_options,CLOTH_DEFAULT,40*sizeof(var));
vec_set(cloth_options[25],vector(-1,-1,0)); // external acceleration
vec_set(cloth_options[28],vector(0,30,0)); // random wind acceleration

für die anderren 2 Flaggen nicht mehr gültig sind.

auch mit memcopy....var cloth_options_1[40]; cloth_options_2[40]; usw keine wirkung.
Beide Flaggen hängen runter :-(
No Wind

Gruss Tele

Last edited by Tele; 09/26/14 17:24.
Re: PhysX Cloth Beta Samples [Re: Tele] #445876
09/28/14 10:26
09/28/14 10:26
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
User
rojart  Offline OP
User

Joined: Oct 2004
Posts: 900
Lgh
Seltsam, es funktioniert gut bei mir.
Überprüfe es, ob mehr als eine ackphysX.dll in deinem A8 Engine Ordner sich befindet (auch Unterordner), wenn ja lösche es, dann neu versuchen.

Sonst probiere es mit dem fertigen clothdemo2 von mir.

Nicht schlecht wäre auch acklog.txt zu posten, wenn es immer noch Probleme gibt.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: PhysX Cloth Beta Samples [Re: rojart] #445881
09/28/14 17:22
09/28/14 17:22
Joined: Mar 2005
Posts: 68
Baesweiler
Tele Offline
Junior Member
Tele  Offline
Junior Member

Joined: Mar 2005
Posts: 68
Baesweiler
Hallo rojart
Habe die clothdemo3.exe gestartet bekomme die meldung
MSVCR120.dll fehlt
Ich habe aber nur die MSVCR71.dll bei mir.
Kann es das sein ?
Wie komme ich an die MSVCR120.dll ?
Gruss Tele

PhysX Cloths Sample [Re: Tele] #445883
09/28/14 18:10
09/28/14 18:10
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline OP
User
rojart  Offline OP
User

Joined: Oct 2004
Posts: 900
Lgh
Hallo Tele
Ja, es stimmt, ich hatte gerade noch mal meine ackphysX.dll mit Dependency Walker kontrolliert, es fehlen drei dll's.
Hier noch mal das gleiche neu komprimiert.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
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