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Author Topic: v7 PhysX Test : A stack of tables  (Read 3489 times)

« Reply #15 on: August 03, 2010, 09:34:00 PM »
that is definitely an improvement though, my netbook is able to run that at a decent speed.
i also had some fun yesterday with a truck i made. the ability to now use boxes makes a huge difference in performance and accuracy.
http://www.youtube.com/watch?v=nWg8nYdtOq8
then it's gonna be just awesome once we get convex polygonal collision support. (really, if  it's per group/item within the .spg like it is now with spheres and boxes, then that's almost the same as polygon to polygon collision if you put the pieces in right)

Currently using 7.22
« Reply #16 on: August 04, 2010, 12:06:22 AM »
Brilliant demo, Dart!

Just let physics do all the nitty gritty stuff that would require some heavy scripting otherwise!

I can see some funtimes ahead with v7 as the boss!
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #17 on: August 04, 2010, 12:21:27 AM »
very cool Dart.

noticed that the wheels are sinked into the ground  ??? what/why is that?
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« Reply #18 on: August 04, 2010, 01:57:37 AM »
Is the collision restitution setting still a factor with physx ?
« Reply #19 on: August 04, 2010, 02:28:27 AM »
Yes, the RigidBody 'restitution' parameter is supposed to work under PhysX as well.
« Reply #20 on: August 04, 2010, 04:05:11 AM »
Yes, the RigidBody 'restitution' parameter is supposed to work under PhysX as well.

Cool! thanks Mr F
« Reply #21 on: August 04, 2010, 06:45:36 PM »
noticed that the wheels are sinked into the ground  ??? what/why is that?
not sure, but that's using the default wheel option so could it have something to do with that earlier discussed mesh size:collision size? or maybe just caused because i scaled the tires to be skinny.

i can definitely say PhysX is gonna be a ton more fun once we get more added to it. using what we have, i made a simple little house of cards, and destroyed it.
http://www.youtube.com/watch?v=Jb9_of4c0g0

Currently using 7.22
« Reply #22 on: August 10, 2010, 10:34:39 AM »
Noticed that sometimes collision fails..?

I noticed bumping up the gravity and severely decreasing the collision map resolution solved most of these problems.  Probably work with more mass instead of higher G-Force, but I am lazy, heh.   ;)
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