Search found 24 matches
- 2008-09-16, 06:31
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
So I got the death match mod to compile under VC++ 2008 using a vcproj. Still getting those three errors with scons, although I think I know how to fix that. Either way though, I can build the dm mod with a small amount of physx code in it. So far I'm just attempting to load the phsyx scene from the...
- 2008-09-13, 03:08
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
So I made a little bit of progress. I studied one of the samples (SampleTransforms), and found that they were creating arrays of floats and ints for the vertices and indices then passing them directly to the points and triangles members, like so: float gVertices[] = {...}; int gIndices[] = {...}; me...
- 2008-09-12, 03:41
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
I actually went through a few things, noticed that also. I changed the main loop a bit so that it a) got the counts correct, so far I've tested with most of the different primative shapes (box, pyramid, cylinder so far) and its correct. B) I added support to avoid redundant vertices. While it doesn'...
- 2008-09-10, 14:29
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Well, I went ahead and posted to the nvidia forums, hopefully someone there will see what I'm doing wrong :) I'll post the full source here, maybe if you get a chance you could try it out? CaCook.cpp // CaCook.cpp : 'Cook's world geometry into binary files readable by PhysX for high speed collision ...
- 2008-09-09, 20:04
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Are you familiar with using a debugger? Usually a stack trace is very helpful in such situations. Iirc, the free versions of Microsoft Visual C++ do not come with a JIT debugger, but you can download Microsofts free WinDbg, see this chapter for more details. I've been using the debugger that comes ...
- 2008-09-09, 12:37
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Hrmm, well that actually kind of depresses me that your loop is doing the triangulation. Partially because I spent an hour or so writing that function but mainly because I was hoping that was the reason I was getting runtime errors (in __lock_fhandle(), osfinfo.c) ;) I guess I actually have to figur...
- 2008-09-09, 04:56
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
thanks for the snippet :) I think that should work well. Thanks for clearing up the indices part also. I'm still not perfectly clear on what they are, but your implementation looks similar to what the physx docs describe, so I'll trust you on that one ;) Unfortunately, I've been avoiding the elefant...
- 2008-09-08, 13:58
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Hey, I'll give that a shot with the BrushPolys array. About the gWorldVertices and gWorldTriangles, I originally wanted to use the in house ArrayT, but given the example from the PhysX manual, They want a pointer to a NxVec3 standard array. Not knowing a whole lot about how datatypes are stored in m...
- 2008-09-08, 05:16
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Okay, well, I've made some adjustments following your suggestions :) Fixed all my linker errors and the runtime seg faults, etc. I'm able to load a cmap successfully, and I now realize what you were saying about the points. Just arbitrary points on the planes, so stole some stuff from CaBSP, mainly ...
- 2008-09-05, 23:16
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Re: Standalone app, cook the world :)
Well, I'm a bit stumped at this point. I've got the code done, as far as functionality goes. Unfortunately, I'm getting a bunch of linker errors still (now about 10 all from PhysX, down from 120 earlier). For the mean time, I've commented out the physx stuff and am focusing on getting the Ca3D side ...
- 2008-09-05, 14:44
- Forum: Coding and Scripting
- Topic: Standalone app, cook the world :)
- Replies: 19
- Views: 18549
Standalone app, cook the world :)
I'm getting an odd linker error in this app, cfsCoreLib.lib(MapFile.obj) : error LNK2001: unresolved external symbol "public: static double const MapT::RoundEpsilon" (?RoundEpsilon@MapT@@2NB) D:\Dev\Ca3DE-src-r626\Projects\Ca3D-Engine\CaCook\Release\CaCook.exe : fatal error LNK1120: 1 unresolved ext...
- 2008-08-28, 17:40
- Forum: Coding and Scripting
- Topic: Physics, and how it applies to vehicles
- Replies: 13
- Views: 10918
Re: Physics, and how it applies to vehicles
:) So I think I've figured out an easy way to create the mesh of the world for PhysX. Briefly looking over the cmap files created by CaWE it seems as though all the triangles (and vertices) are stored fairly cleanly there. I think I could write a standalone application run at compile time, similar t...
- 2008-08-28, 16:33
- Forum: Coding and Scripting
- Topic: Physics, and how it applies to vehicles
- Replies: 13
- Views: 10918
Re: Physics, and how it applies to vehicles
Quick question, I'm trying to figure out how to get access to a number of things about the world. Here is what I need to know about the level: num of Vertices num of Triangles Vertices (from PhysX documentation: Pointer to first vertex point. NOTE: vertices are of type NxVec3) Triangles (Pointer to ...
- 2008-08-27, 14:42
- Forum: Coding and Scripting
- Topic: Physics, and how it applies to vehicles
- Replies: 13
- Views: 10918
Re: Physics, and how it applies to vehicles
So I'm back from my vacation, and started working on the outline for the physics implementation this morning. One thing i'm wondering about is collision detection from stuff like bullets. Correct me if I'm wrong, but currently this is done with a ray test. I'm just wondering if this is what we want ...
- 2008-08-19, 17:44
- Forum: Coding and Scripting
- Topic: Physics, and how it applies to vehicles
- Replies: 13
- Views: 10918
Re: Physics, and how it applies to vehicles
Some interesting threads here pertaining to an issue that will certainly need consideration, the timestep and game loop. Fixed TimeSteps http://developer.nvidia.com/forums/index.php?showtopic=2017 Decoupling physics and display in a game loop http://developer.nvidia.com/forums/index.php?showtopic=18...