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SIP - SimpleIrrPhysx

Posted: Fri Nov 20, 2009 4:18 am
by grumpymonkey
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I was really bored so I decided to make a Nvidia Physx wrapper for Irrlicht...unfortunately my tiny little brain couldn't stand all constant crap being shoved into it, so I didn't figure out how to load meshes :(

But I did, on the other hand, make a (VERY)simple physx wrapper which just uses boxes and spheres(smgr->createBoxSceneNode(), etc..) with a REALLY simple API.
My goal wasnt it to make it feature rich(well actually it was my initial goal, but that changed when I failed to load meshes :roll: ), but to make it extremely easy to use. You don't even need to know anything about the Nvidia Physx SDK to use it, just be kinda familiar with Irrlicht.

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This obviously cant be used for most game types, but if you want to make some sort of minigame or whatever this could be useful.

Download v0.1
Mirror 1
Mirror 2

this SHOULD work on any platform that supports both irrlicht and Nvidia Physx, but if your using anything other than Windows, you'll have to manually build the examples

you don't need to give me credit for this..its not that great, but just don't say you made it :)

btw, if anyone manages to add mesh loading for this I'd be happy to post it here and give you full credit.

Posted: Fri Nov 20, 2009 6:55 am
by yamashi
Well it's not the best way to do it imo...
You should take a look at irrPhysx and you will see that he doesn't need to use getNode() or anything like that because he uses inheritance (which is what irrlicht does as well).

Posted: Fri Nov 20, 2009 7:13 am
by wing64
Great job grumpymonkey. Keep walking i will wait for next version of SIP.

Posted: Fri Nov 20, 2009 8:05 am
by Brkopac
yamashi wrote:Well it's not the best way to do it imo...
You should take a look at irrPhysx and you will see that he doesn't need to use getNode() or anything like that because he uses inheritance (which is what irrlicht does as well).
Inheritance isn't always the best way.

Posted: Fri Nov 20, 2009 10:30 am
by Virion
this is cool i'm looking forward to it!

Posted: Fri Nov 20, 2009 10:57 am
by JP
Certainly sounds nice and simple for quickly getting set up for simple physics but have you looked at the Physx licence? I've got a feeling you're not allowed to hide away the Physx libraries from the user... though that sounds a bit odd to me know thinking about it because that's what the end user effectively does... maybe it was just the DLLs you can't hide away... or maybe i'm making it all up! :lol:

Posted: Fri Nov 20, 2009 11:19 am
by grumpymonkey
crap I gotta look into that then o.o

Posted: Fri Nov 20, 2009 12:30 pm
by JP
Yeah there's certainly some important stuff to take into account there. I think you certainly need to credit Physx either in the application or readme file of any application using Physx... I put logos into all the apps of mine that use it but I don't think a logo is a necessity.

Posted: Fri Nov 20, 2009 1:30 pm
by aanderse
you should always read the license first! (though iirc physx has pretty reasonable licensing for a split open source/proprietary license)

Posted: Fri Nov 20, 2009 5:31 pm
by DeM0nFiRe
IIRC Physx says you need the logo in the opening splash screen, the logo in any about texts in the application AND a certain phrase in any documentation (That certain phrase is in the license, I forget what it was)

Posted: Fri Nov 20, 2009 8:48 pm
by grumpymonkey
ok well I added a link to the license in a comment on the code, and I put the Physx By Nvidia logo up there.. Its a start, but I'll try to make it better by adding a download instead :\

Posted: Fri Nov 20, 2009 11:02 pm
by grumpymonkey
ok I think I resolved the legal errors..hopefully I wont get sued :(

I added a download with source code and 2 examples with docs..

I'll try to add joints into the next version