robertgarand wrote:Hi all,
EDIT:
A BUG IN IMPORT MSVC PROJECT,
WENT THRU BY HAND TO CORRECT PATH TO INCLUDE FILESI starting (well trying to ) to work with irrphysic, I mad a project out of the hight field as a start, include all form irrlicht, irrphysic and nvidia sdk, lib from the 3 also.
Usually I get around with compilation problem, but this message got me stuck
- Code: Select all
`_ZN3irr4core12irrAllocatorIP17SPhysxAndNodePairE12internal_newEj':
D:/projet/AppoloXX/../irrlicht-1.4.2/include/irrAllocator.h:(.text+0x52f): undefined reference to `IrrPhysx::createPhysxManager(irr::IrrlichtDevice*, IrrPhysx::SSceneDesc const&, bool)'
D:/projet/AppoloXX/../irrlicht-1.4.2/include/irrAllocator.h:(.text+0xf39): undefined reference to `CGUIParamChanger::CGUIParamChanger(irr::gui::IGUIEnvironment*, irr::gui::IGUIElement*, int, irr::core::rect<int>)'
D:/projet/AppoloXX/../irrlicht-1.4.2/include/irrAllocator.h:(.text+0xfe7): undefined reference to `CGUIParamChanger::addParam(wchar_t*, float)'
D:/projet/AppoloXX/../irrlicht-1.4.2/include/irrAllocator.h:(.text+0x1005): undefined reference to `CGUIParamChanger::addParam(wchar_t*, float)'
there is a few other lines like that, all headers containing the declaration are included. It looks like a problem with the allocator not knowing how to deal with those type of objects!?!
Can someone help me ?
Robert
Looks like you may not have included the necessary .h and .cpp files in your project as stated in the error log... namely CGUIParamChanger.cpp and .h and also Wherever SPhysxAndNodePair is defined and declared... ShapeCreation.h and .cpp? You have to actually add them to your project rather than just including them.
Steel Style, the wrapper should save you a lot of time as you say. You won't need to learn the ins and outs of Physx and how to integrate it with Irrlicht, such as converting vector types and matrices etc. All you need to do is learn my simple interface.
The downside is that the support is limited currently... I haven't provided support for a large amount of the Physx SDK, there's just the things you see in the examples basically. But if there's something you really need then you can just let me know and I may be able to sneak it in for you.
So yeah, if you want to send me a PM to talk about your project further and the sort of physics you require then that's cool
Mel, your graphics card doesn't matter at all, it can be Nvidia, ATI, Onboard... old, new, borrowed or blue... But if you have a recent GeForce (which yours may be, i'm not sure) then you will be able to benefit from hardware acceleration of the physics. But of course you need to be aware that not all your users will have the same graphics card so you'll have to be careful about detecting when the hardware acceleration is available and doing extra physics stuff maybe and not doing it when it's not available. Or you can just plan your physics so that it supports your lowest target spec and doesn't worry about acceleration at all.