I do believe changing the video driver would make no effect on physX.. I wrote a physX application of my own framework and all the problems dissapeared! I think I know why the bug where it crashes on actor->addForce(forceVec) crashes. As noted in my earlier post, the sdk gave a warning upon this same crash, issuing the message:char wrote:the bug is caused when creating device with openGL try to change EDT_OPENGL into EDT_DIRECT3D9.
I found some similiar PhysX sdk errors on the internet, and I've deduced that the problem has something to do with creating a actor in the wrong place, near the call of simulate(). I noticed that in the main loop it checks if the key has been pressed, and if so to fire a box or ball. But, what it should be really doing is shooting the box/ball right when the event hits the event reciever. That's my implementation in my framework that I've written, and that error has never showed up when I shoot boxs. Additionally, the flickering boxes are gone . If anyone would like the VC++ project for my physX framework project, I guess I can upload it. It's not done though.NpScene::createActor: Writelock is still acquired. Procedure call skipped to avoid a deadlock!