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Posted: Sat Jan 24, 2009 2:40 am
by Dark_Kilauea
Make sure you are running msvc 2008 or recompile IrrPhysX with your compiler.

ummm

Posted: Sun Jan 25, 2009 4:13 pm
by 3DModelerMan
The heightfield example won't run for me. Does that mean it probably won't in my game? Though you did seem to fix the cloth example crashing.

Posted: Mon Jan 26, 2009 8:24 am
by JP
That's weird modelerman... but similar to the apparent problem with the game example for a lot of people... when the heightmap was removed it worked fine.. there must be something wrong with the heightmap code on certain systems... can't think what though... :s

ohhh

Posted: Mon Jan 26, 2009 3:52 pm
by 3DModelerMan
I also got linker errors trying to set up IrrPhysx. Do I need to set up the NVidia PhysX SDK?

Posted: Mon Jan 26, 2009 3:56 pm
by JP
Of course, you need to download 2.8.1 and also install the Physx system software. This is all explained in the first post with handy links provided!

Box object

Posted: Mon Jan 26, 2009 9:45 pm
by 3DModelerMan
Is their a way to create a box collision object from an Irrlicht scene node?
Create box object doesn't seem to let you pass a scene node.

Posted: Tue Jan 27, 2009 12:28 am
by Dark_Kilauea
uh.... just pass in the dimensions of the scenenode's bounding box.

Posted: Tue Jan 27, 2009 9:36 am
by JP
Come on 3dmodman... look at the examples, it's all shown for you there, i thought you had learned this by now!

....

Posted: Tue Jan 27, 2009 3:24 pm
by 3DModelerMan
Whoops :oops: . I've never used a physics engine that actually worked before. I looked throught the API and kinda got the way it worked mixed up, I'll loo at the examples for everything I can.

force?

Posted: Tue Jan 27, 2009 10:41 pm
by 3DModelerMan
I can't find anything like an addForce function in the docs for IrrPhysx.
Is their a way to do this?

Posted: Wed Jan 28, 2009 8:22 am
by JP
I did look at putting in an addForce function but wasn't happy with the results of it..

Something you may be able to use is setLinearVelocity which will make the object move in the specified direction.

Posted: Thu Jan 29, 2009 1:10 am
by Dark_Kilauea
You can always cast an IPhysXObject to a CPhysXObject and gain access to the PhysX actor, thus using the physics API to manipulate the object, instead of relying on the wrapper to do it. However, before you do that, I'd suggest you keep the PhysX API doc in hand and take a look at the internals of the wrapper to make sure you don't step on its toes.

how though?

Posted: Sat Jan 31, 2009 3:51 pm
by 3DModelerMan
What I want to do is make my character jump with an add force command. But I think the solution Dark_Kilauea had is somewhat complicated for me.

Posted: Mon Feb 02, 2009 8:39 am
by JP
Dark's suggestion isn't particularly hard... you'll just probably need to add some extra Physx includes and such to your code so that it'll compile and then you'll have to look at the Physx documentation for how to apply forces to Physx Actors.

Incidentally I'm working on getting a Irrlicht 1.5 compatible IrrPhysx released... getting some weird crashes in the CRT with nvoglnt.dll in a lot of cases though which is rather weird... might need to fiddle my drivers a bit...

I could not even compiled

Posted: Wed Feb 18, 2009 7:49 am
by whugang
The IrrPhys was really wonderful as to me.

But when downloading the IrrPhys SDK, I failed.

The package always lost some files.

Can someone who would like to share the SDK with me?

whugang@gmail.com Thanks.