IrrPhysx 0.2 - Nvidia Physx 2.8.1 wrapper

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JP
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Post by JP »

You can't, at least not yet, might be a nice feature though.... I'll look into that...
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Malgodur
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Post by Malgodur »

I had to duplicate .bsp mesh to add physx to demo "game" from irrlicht 1.5 examples,... but it work.


btw can you help me with GameExample? Got here every needed file, succesfuly compiled it on Visual C++ 2008 Express Edition (compiled in RELEASE mode because on Debug mode compiler ask for stdafx.h ??), but when i start GameExample.exe it crash after while??

Whole log

Code: Select all

Irrlicht Engine version 1.5
Microsoft Windows Vista Personal Service Pack 1 <Build 6001>
Using renderer: Direct3D 9.0
NVIDIA GeForce 9500M G nvd3dum.dll 7.15.11.7598
Irr{hysx wrapper version 0.20 for Physx by Nvidia 2.8.1
PhysX accelerator hardware not found, simulation will be done in software
Loaded texture: C:\irrlicht-1.5\media\skybox\right.jpg
Loaded texture: C:\irrlicht-1.5\media\skybox\front.jpg
Loaded texture: C:\irrlicht-1.5\media\skybox\left.jpg
Loaded texture: C:\irrlicht-1.5\media\skybox\back.jpg
Loaded texture: C:\irrlicht-1.5\media\skybox\up.jpg
Loaded texture: C:\irrlicht-1.5\media\skybox\down.jpg
Loaded texture: C:\irrlicht-1.5\media\light.jpg
Loaded texture: C:\irrlicht-1.5\media\crate.jpg
Loaded texture: C:\irrlicht-1.5\media\wood.jpg
Loaded mesh: ../media/table.ms3d
Loaded texture: C:\irrlicht-1.5\media\oldwood.jpg
Loaded mesh: ../media/platform.ms3d
Loaded texture: C:\irrlicht-1.5\media\metal.jpg
Loaded mesh: ../media/flagpole.ms3d
Generated terrain data <33x33> in 0.0010 seconds
Loaded texture: C:\irrlicht-1.5\media\terrain.jpg
Loaded texture: C:\irrlicht-1.5\media\house.jpg
Loaded mesh: ../media/house.ms3d
Loaded texture: C:\irrlicht-1.5\media\bottle.jpg
Loaded mesh: ../media/bottle.ms3d
Loaded mesh: ../media/flatplane.ms3d
Loaded texture: C:\irrlicht-1.5\media\flag.jpg
Loaded mesh: ../media/table_physx.ms3d
Loaded mesh: ../media/platform_physx.ms3d
Loaded mesh: ../media/flagpole_physx.ms3d
After that game crash.... got log, empty "IrrPhysx(0.20)::GameExample" window and Windows error report....
JP
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Post by JP »

Try removing the terrain from the .irr file (or prevent the physx object for the terrain being created in ReadScene.cpp) and see if that allows it to run... For some reason some people have issues with the terrain stuff... can't think why though...
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Malgodur
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Post by Malgodur »

Removed terrain from scene.irr via text editor (cause IrrEdit dont show up terrain, only boxes?!), game dont crash but i fall down on start.....how can i add new ground?
JP
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Post by JP »

I don't know why this terrain issue is occuring for some people... It's only happened for me on my laptop when i had just used the Physx Game Installer to allow apps to run. Once I had installed the Physx System Software (please tell me if you have or haven't done this) it worked fine...
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Malgodur
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Post by Malgodur »

JP wrote:Once I had installed the Physx System Software (please tell me if you have or haven't done this) it worked fine...
Physx System Software?
Where can i get it? I have only necessary nvidia physx files instaled...

I downloaded something from here:
http://www.nvidia.com/object/physx_9.09.0203_whql.html

gamexample.exe starts SLOWER, run with 2 new console logs

f:\scmvista\experimental\PhysX_2.8.1_GPU\novodex\SDKs\Core\Devices\RegistryHardwareselection.cpp 71> :warning CUDA not avaible

and crash......
3DModelerMan
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I can get it on GCC right?

Post by 3DModelerMan »

Is there any way to get it working for GCC?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
JP
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Post by JP »

You've asked that before 3DModMan and been told that Physx only works with MSVC, as far as we know.. If you want to get any more info on that ask on the Physx forums please :)

Malgodur, where does it crash? The debug build errors you mentioned before about stdafx.h (or something) is because it's expecting a precompiled header but isn't finding it, if you go to the project settings and find the bit where it's set to require precompiled headers and set it to 'No' then it should compile.
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3DModelerMan
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I saw something once...

Post by 3DModelerMan »

I saw something about physX on GCC somewhere about a week ago, and might be able to find it again. If I can find it before the next release will you put in a GCC build?
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
JP
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Post by JP »

I would certainly give it a shot!
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lorenzdeveloper
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Post by lorenzdeveloper »

Hi, i'm a newbe of this project, i installed, IrrPhysxl and all nvidia physx, but:

1° Demo game crush on loading
2° my VC .NET 2005 can't convert the example projects
3° i tryed to build a new project but on compilation give me this error
can u help me?

Code: Select all

fatal error C1007: flag '-typedil' non riconosciuto in 'p2'
LINK : fatal error LNK1257:
JP
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Post by JP »

IrrPhysx is compiled with MSVC 08 so if you want to use it in MSVC 05 you'll probably have to recompile IrrPhysx under MSVC 05 to get a lib that will work. That's also the reason why MSVC 05 can't convert the example projects, because they're of a later version.

So your options are to upgrade to MSVC 08 or to remake the projects and rebuild them in MSVC 05
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Dorth
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Post by Dorth »

In 90%+ of the case I've saw, "downgrading" from a 2008 to a 2005 projects only means opening as text the solution and project files and editing their edition number. If you don't get any errors from doing that, it means he understood all that was in those files and then compiling the project anew should be a breeze ^^
Malgodur
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Post by Malgodur »

How can i change instantly SIZE of SphereObject after creating it?

created by
physxManager->createSphereObject(pos,core::vector3df(0,0,0), 10.0f, 10.0f);

btw cloth from example dont work correctly.. it sometimes stuck in terrain or mesh
JP
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Post by JP »

might not be possible to change the sphere size after creation... I can look into that for the next version.

how does the cloth not work? does it sound like it's doing per-vertex collision rather than per-poly collision? That's a current limitation of Physx itself.
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