tag:blogger.com,1999:blog-8216868933119618528.post5244557045487466009..comments2024-01-24T01:24:57.800-08:00Comments on An eye into my World -Tricks, Thoughts, Ideas, Solutions: PhysX3: Getting startedMMMovaniahttp://www.blogger.com/profile/02716826252349695343noreply@blogger.comBlogger16125tag:blogger.com,1999:blog-8216868933119618528.post-12398466594106195382013-09-06T19:02:07.988-07:002013-09-06T19:02:07.988-07:00Hi alexsandrf1111,
In opengl 3.3 you will have t...Hi alexsandrf1111,<br /> In opengl 3.3 you will have to maintain the matrix stack yourself. I think you can use glm library for matrix handling. See if this helps,<br />MobeenMMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-17058871439537562002013-09-05T04:10:52.211-07:002013-09-05T04:10:52.211-07:00This comment has been removed by the author.alexsandrf1111https://www.blogger.com/profile/09310629737044471834noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-31126575195588985462013-01-02T18:57:17.724-08:002013-01-02T18:57:17.724-08:00Hi gisel88,
Check this page http://mmmovania.blo...Hi gisel88,<br /> Check this page http://mmmovania.blogspot.sg/2011/10/converting-existing-physx30-tutorials.html<br /><br />This is conversion of all of the tutorials to PhysX3.1, v 3.2 is similar so i dont think it will be too difficult to follow.MMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-7771207219431763742013-01-02T01:58:24.216-08:002013-01-02T01:58:24.216-08:00Hi, are there any of your tutorials available in v...Hi, are there any of your tutorials available in version 3.2 of PhysX? Simple bouncing box or something simple like this, I would like to get started with PhysX, but im not entirely sure about how to do this with new version of this librarygisel88https://www.blogger.com/profile/11590484488261358064noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-63296552252793494022012-08-20T08:47:11.812-07:002012-08-20T08:47:11.812-07:00blogger stripped my headers. The five headers are
...blogger stripped my headers. The five headers are<br />#include < iostream ><br />#include < GL/freeglut.h ><br /><br />#include < PxPhysicsAPI.h ><br />#include < extensions/PxDefaultErrorCallback.h ><br />#include < extensions/PxDefaultAllocator.h > <br /> <br />MMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-78897499621678311402012-08-20T08:45:27.901-07:002012-08-20T08:45:27.901-07:00Hi Shouwei Li,
I have already converted my tuto...Hi Shouwei Li,<br /> I have already converted my tutorials to PhysX3.2.1. The libraries have changed so I think I would have to write a migration guide for those using the latest PhysX 3.2.1 library. If you are using PhysX 3.2.1, there is no Foundation library any more. For you to get started, here is the complete bare minimum startup code to init PhysX 3.2.1<br /><br />#include <br />#include <br /><br />#include <br />#include <br />#include <br /> <br />/*<br />//Includes<br />D:\Libraries\PhysX-3.2.1\Include;D:\Libraries\freeglut-2.8.0\include;$(IncludePath)<br />//libs<br />D:\Libraries\freeglut-2.8.0\lib\x86\Debug;D:\Libraries\PhysX-3.2.1\Lib\win32;$(LibraryPath)<br />*/<br />using namespace std;<br />using namespace physx;<br /><br />#pragma comment(lib, "PhysX3_x86.lib")<br />#pragma comment(lib, "PhysX3Common_x86.lib") <br />#pragma comment(lib, "PhysX3Extensions.lib")<br /><br />const int WINDOW_WIDTH=1024, <br /> WINDOW_HEIGHT=768;<br /> <br /><br />static PxPhysics* gPhysicsSDK = NULL;<br />static PxDefaultErrorCallback gDefaultErrorCallback;<br />static PxDefaultAllocator gDefaultAllocatorCallback;<br /><br />void InitializePhysX() { <br /> PxFoundation* foundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback, gDefaultErrorCallback);<br /> if(!foundation)<br /> cerr<<"PxCreateFoundation failed!"<release();<br />}<br /><br />void InitGL() { <br />}<br /><br />void OnReshape(int nw, int nh) {<br /> glViewport(0,0,nw, nh);<br /> glMatrixMode(GL_PROJECTION);<br /> glLoadIdentity();<br /> gluPerspective(60, (GLfloat)nw / (GLfloat)nh, 0.1f, 100.0f);<br /> glMatrixMode(GL_MODELVIEW);<br />}<br /><br />void OnRender() {<br /> glClear(GL_COLOR_BUFFER_BIT);<br /> glLoadIdentity();<br /> glutSwapBuffers();<br />}<br /><br />void OnShutdown() {<br /> ShutdownPhysX();<br />}<br />void main(int argc, char** argv) {<br /> <br /> glutInit(&argc, argv);<br /> glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);<br /> glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);<br /> glutCreateWindow("GLUT PhysX 3.2.1 Demo - Getting started");<br /><br /> glutDisplayFunc(OnRender);<br /> glutReshapeFunc(OnReshape);<br /> glutCloseFunc(OnShutdown);<br /><br /> InitGL();<br /> InitializePhysX();<br /><br /> glutMainLoop(); <br />}<br />MMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-9032690361892580232012-08-19T19:46:29.246-07:002012-08-19T19:46:29.246-07:00#pragma comment(lib, "Foundation")
This...#pragma comment(lib, "Foundation")<br /><br />This line returns a link error for me. Where is "Foundation" located, I can't find it.Wabashhttps://www.blogger.com/profile/10510300389984534357noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-62433757577607416392012-08-16T12:17:49.209-07:002012-08-16T12:17:49.209-07:00This comment has been removed by the author.Anonymoushttps://www.blogger.com/profile/12222337722837143837noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-8378320415587115012012-08-16T12:17:19.910-07:002012-08-16T12:17:19.910-07:00Hi,
Thanks for you excellent job for beginners.
Wo...Hi,<br />Thanks for you excellent job for beginners.<br />Would you please introduce how to setup an environment based on PhysX 3.1 and Visual Studio 2010?<br />I have a lot of link errors in this build environment. I tried to get help from google, but no result. Nearly all the document are based on PhysX 2.8 and VS2010.<br />Thanks in advance,Anonymoushttps://www.blogger.com/profile/12222337722837143837noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-70747734567046274992011-06-02T05:08:47.529-07:002011-06-02T05:08:47.529-07:00Thanks for the info blueskinThanks for the info blueskinMMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-38631856313710061052011-06-01T14:11:26.470-07:002011-06-01T14:11:26.470-07:00Okay, after going through some folders randomly in...Okay, after going through some folders randomly in the APEX library, I found the following location contains a solution file for APEX samples:<br />APEX SDK\1.0\PhysX_2.8.4\win\samples\compiler\vc9WIN32-PhysX_2.8.4<br />Hope this is useful for someoneblueskinhttps://www.blogger.com/profile/02340331465477875889noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-32903883990406255052011-06-01T09:14:29.694-07:002011-06-01T09:14:29.694-07:00Hi Mobeen,
Thanks for your prompt response. Ya, th...Hi Mobeen,<br />Thanks for your prompt response. Ya, the documentation for these libraries is terrible. I created a VS project from samples given in APEX1.0 library and it took me almost 20 minutes to just find out all the required includes directories for the sample. Now I get linking errors not sure what libraries I should be linking these with. Either NVIDIA did a really bad job of documenting or I am not looking at the right place. By chance if you happen to have a Visual Studio project compiling APEX1.0 samples, could you share what libraries I should be including in the linker? <br />Thank you.<br />-Kblueskinhttps://www.blogger.com/profile/02340331465477875889noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-62882226517012269722011-06-01T08:48:14.826-07:002011-06-01T08:48:14.826-07:00Hi blueskin,
Thanks for your appreciation. I did...Hi blueskin,<br /> Thanks for your appreciation. I did cloth and soft bodies in PhysX 2.8 however, I have not seen enough support in PhysX 3 for cloth. I would need to see if physX3 supports cloth since the samples that ship with physX3 are pathetically done and a skim through the sdk docs did not give me anything related to cloth in pysx3.<br />As for your application, you can use the previous PhysX release (physx2.8.x) which has a pretty decent cloth support. I will see if i could do a sample on this.MMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-57861093712677400642011-06-01T08:15:07.874-07:002011-06-01T08:15:07.874-07:00Hey Mobeen,
Thanks for your samples, they work rea...Hey Mobeen,<br />Thanks for your samples, they work really well. I need your advice regarding an application am working on. I have a C++ app that loads a mesh from PLY file and I want to simulate it as a cloth using NVIDIA APEX. Where should I start? Looks like APEX1.0 is not compatible with PhysX 3.0 SDK? Please feel free to share any experience on cloth simulation using any physics engine. Thanks again<br />Best,<br />-Kblueskinhttps://www.blogger.com/profile/02340331465477875889noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-25824549513697646512011-06-01T05:41:56.424-07:002011-06-01T05:41:56.424-07:00Hi bluskin,
The MAX_PATH constant refers to the...Hi bluskin,<br /> The MAX_PATH constant refers to the max filepath on windows. If not defined on you machine, you can define it a globally like this<br />const int MAX_PATH = 256;MMMovaniahttps://www.blogger.com/profile/02716826252349695343noreply@blogger.comtag:blogger.com,1999:blog-8216868933119618528.post-4417153774695538772011-05-31T13:37:14.814-07:002011-05-31T13:37:14.814-07:00Hey,
A quick update: "MAX_PATH" is not d...Hey,<br />A quick update: "MAX_PATH" is not defined and there's no info I can find on this variable.<br />-Kblueskinhttps://www.blogger.com/profile/02340331465477875889noreply@blogger.com