IrrPhysx 0.3 - Nvidia Physx 2.8.1 wrapper

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki

Postby sio2 » Thu Jan 01, 2009 9:43 pm

JP wrote:Right well i guess this shits all over IrrPhysx as done by me doesn't it? Gonna be a bit confusing if i release a 0.3 right? Would have been nice if you'd whispered a word in my ear before doing this...


I announced I'd got hardware fluid done and was going to make a release. You replied to my post saying you were looking forward to seeing what I'd done. If I'd have named it other than IrrPhysx there would have been uproar (correction - more uproar). And releasing it as 0.2 would have resulted in confusion. I made the mistake of interpreting your casual reply, and your statement that it would be around a month before you did any more work on IrrPhysx, that I could help out in the interim with source releases.

Note that I've given you the copyright to my additions in the License section of the readme.txt.

I thought I'd done everything correctly, but it now appears I was wrong. I won't be making any more source releases or posts regarding IrrPhysx. I'll be continuing to use the library for private purposes as I already have a base implementation of character control, ragdoll and vehicle additions.
sio2
Competition winner
 
Posts: 1002
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Postby Ion Dune » Thu Jan 01, 2009 9:49 pm

Perhaps a IrrPhysx 0.25 release would have been better :wink:
Ion Dune
 
Posts: 453
Joined: Mon Nov 12, 2007 8:29 pm
Location: California, USA

Postby Seven » Thu Jan 01, 2009 9:56 pm

it seems to me that it was all a simple misunderstanding, which we have had many of before this :) As an end user, I sincerely hope that no permanent damage has been done here, as we can all use all of the help that we can get, and having two experts working together will do nothing but create what everyone desires, which is a fantastic library called IrrPhysx.

Misunderstandings happen all of the time guys. Dont let this one spoil a good thing.
Seven
 
Posts: 594
Joined: Mon Nov 14, 2005 2:03 pm

Postby BlindSide » Fri Jan 02, 2009 2:02 am

It sounds like JP was having a bad day. He's usually friendlier than this.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
BlindSide
Admin
 
Posts: 2797
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Postby Halifax » Fri Jan 02, 2009 3:35 am

Well I can understand what JP meant. When I came back, and looked at the topic of IrrPhysX 0.3, then seen sio2's name next to it, I said, "huh?"

At any rate, I a more appropriate topic name might have been: "Fluid Water Particles - IrrPhysX 0.2 Mod" or something of that sort.
TheQuestion = 2B || !2B
User avatar
Halifax
 
Posts: 1424
Joined: Sun Apr 29, 2007 10:40 pm
Location: $9D95

Postby roelor » Fri Jan 02, 2009 10:46 am

My ati videocart really hates the fluids I guess fps while fluids = 2 but when the game starts it is at 200 with fluids and rapidly decreases..
Ati radeon saffire 2600 pro agp 512+
As soon as the fluids are gone fps goes up to 470.
( : I like the old school text smileys best! : )
User avatar
roelor
 
Posts: 236
Joined: Wed Aug 13, 2008 8:06 am

Postby DtD » Fri Jan 02, 2009 12:45 pm

My ati videocart really hates the fluids I guess fps while fluids = 2...

It's because ATI cards don't get the PhysX acceleration required to do stuff like fluids.

I found this on accident today: http://ati.amd.com/technology/streamcom ... index.html
It's not physics engine, but it talks about running code on ATI GPUs when they are idle...

~DtD
User avatar
DtD
 
Posts: 264
Joined: Mon Aug 11, 2008 7:05 am
Location: Kansas

Postby JP » Sat Jan 03, 2009 12:09 pm

Basically i was extremely shocked when i saw the post and obviously pissed off that my project had been seemingly taken off my hands. I guess i can see how you might have taken my posts as meaning i was completely happy with you doing this but i guess i misunderstood you too. I thought you were just going to do some investigations and hopefully get an implementation working and then offer it to me for a future release.

I'm really glad that you've managed to get this working and hopefully it will be useful but i certainly would have rathered you'd sent the code to me first so that i could look it over and approve of the interface etc before releasing it.

I did say that help would be appreciated so thanks for putting the work in and let's just take this as a lesson learned on how people should collaborate in future!
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby lab_zj » Thu Feb 19, 2009 8:18 am

excellent work!
I have use it in my project, and performance is very well.

currently, I have a question about code in GameExample.cpp:
Line 139: cameraPair->CameraOffset = core::vector3df(0,15,0);

what means about "CameraOffset"? it is relative to the center of sphere?
I can't understand it.
lab_zj
 
Posts: 26
Joined: Wed May 21, 2008 3:25 am

Postby JP » Mon Feb 23, 2009 8:28 am

If I remember correctly the camera offset is where you want the camera to be positioned in relation to the centre of the sphere... So that makes the camera 15 units above the sphere's centre. I'm fairly sure that's right :lol:
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby lab_zj » Mon Feb 23, 2009 8:39 am

thank you very much.

when I set the radius of sphere to 2.0 and CameraOffset to (0,0,0), means that camera located in the center of sphere, and always 2.0 above ground? But when I does so, the camera seems cling to the ground.

I set radius to 2.0, because the height of man about two meters, and the unit of world also meter.
lab_zj
 
Posts: 26
Joined: Wed May 21, 2008 3:25 am

Postby JP » Mon Feb 23, 2009 9:25 am

Strange.. Maybe try making the camera offset 2 and see if that works? Or just fiddle around generally with the values until it appears to be the correct height.
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby lab_zj » Fri Feb 27, 2009 9:41 am

yes, when set cameraoffset to (0,2.0f,0), then seems ok.
lab_zj
 
Posts: 26
Joined: Wed May 21, 2008 3:25 am

Postby JP » Fri Feb 27, 2009 11:38 am

good to know!

bit of info for everyone waiting for character controllers, seems like i've managed to get them working pretty well, just gotta do some tidying up on the implementation then i may well release a new version with this in.

that's basically my plan from now is to release a new version as soon as there's a new feature, rather than waiting for a few features to pile up before releasing as i did before. If i did that still then it'd be years before the next release came out! lol
Image Image Image
User avatar
JP
 
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK

Postby zillion42 » Fri Feb 27, 2009 3:32 pm

yes please,
yes please,
yes please....
really looking forward to a working character controller for physx... Is it going to be a capsule ? Can we climb stairs ?
zillion42
 
Posts: 320
Joined: Wed Aug 29, 2007 12:32 am
Location: Hamburg, Germany

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: No registered users and 1 guest