PNS_PhysX [The only physX wrapper 4 linux] (QUAD/HEXO core)

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

devsh wrote:i dont like the way irrphysX is made
Hopefully you`re the one to create the best PhysX wrapper for Irrlicht the way everyone likes. For me- I dislike the way PhysX is made and working as a whole... :lol:

BTW: All your screenies look far too blurred- like someone`s lookin` through some stimmed glasses. Shaders are really cool when used on proper place. Just sharing opinion though... :wink:

Anyway, good luck with your wrapper, devsh! :wink:
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

At any rate, good ideas, but poor execution.
hoe is that poor execution, this thing is faster!
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

unfortunately for the terrain i had to "clean room" irrPhysX
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

So you're 2 persons at least, one of which being a lawyer?

http://en.wikipedia.org/wiki/Clean_room_design
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Post by Seven »

someone learned a new word......
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Maybe he means reverse-engineer? Or he's schizophrenic.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Post by Seven »

..
Last edited by Seven on Sat Oct 10, 2009 7:12 pm, edited 1 time in total.
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

clean room:

looking how things work and them reproducing the effect using own invention


I havent copied instead of using the height map to make the heightfield, i use the terrain->getHeight(x,y) function this way i get accurate results and i dont need to smooth
Dorth
Posts: 931
Joined: Sat May 26, 2007 11:03 pm

Post by Dorth »

That is NOT the definition of clean room and you can't make it so just by willing it. Just follow the friggin link and read the first paragraph.
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

I think the main issue is that code is much easier and more fun to write than it is to read, which is why re-use is such a difficult problem. Everyone says "eww this code looks ugly and horrible, I'd have written it differently" but it turns out that most of the ugly code is actually bug fixes and workarounds, which consist of spent time and effort.
The correct way forward is to refactor rather than to rewrite, but that means first reading and understanding every line, which isn't as fun or creative as rewriting from scratch.
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

i think my code is more memory efficient by 250 kb... and quicker
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

I'm not sure what all the confusion here is. devsh already stated in his first post that this wrapper follows a different philosophy in that it gives the user a callback to perform game-specific actions and this apparently more easily allows him to run physics in a seperate thread. This should answer the question for most people asking "why didn't he change PhysX".

Another issue is of course the jp-sio2 incident which I would rather not get into. :P
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

*claps and thanks BlindSide*

yes the question should not be asked because people should RTFT (derived from RTFM).
HOWEVER FOR IGNORANTS:
The reason for this not being a irrphysX mod:
-automatic node detection and assignment of actor creation
-uses active transforms which must be declared when creating the scene and updating nodes (irrPhysX updates every single node in the scene regardless of it being static or not moving)
-has asynchronous stepping which makes a difference of dx9 to dx10 because you cannot code the same way anymore
-does not create another class to bind ISceneNode and NxActor together
-reads off the terrain node's attributes, instead of trying to mimic the mesh creation that irrlicht does
-works with different smoothing factors for terrain
-can have a scalable resolution of the heightfield for terrain even if i.e. heightmap 256x256 the heightfield in physX can be 2048x2048

PLANNED:
-will have a special camera collision system which makes the camera not respond to gravity and forces like a bullet being shot at it, but not goin through walls and doing the EYE of MORDOR.
-will feature a collision response (in my game i'm going to use it so if you ride into a wall with the camera it will make the gamepad vibrate)
-will feature a complex parent system for the camera so it does not get "lost"

have fun (3 days ago):http://project-ninja-star.googlecode.co ... /PhysX.zip
Seven
Posts: 1034
Joined: Mon Nov 14, 2005 2:03 pm

Post by Seven »

devsh wrote:*claps and thanks BlindSide*

yes the question should not be asked because people should RTFT (derived from RTFM).
HOWEVER FOR IGNORANTS:

not many friends huh? cant imagine why.....
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Post by devsh »

just go and make something... then we will talk
Post Reply