JetBrains Posted January 20, 2015 Share Posted January 20, 2015 Is there any way i can disable the physics engine i want to integrate physX? 1 Quote Link to comment Share on other sites More sharing options...
Guppy Posted January 20, 2015 Share Posted January 20, 2015 You could stop calling world->update(), but then you will have to handle particles and navigation your self also, which I think with switching physic engine you would have to any way ( particle coliding with terrain, dynamic changes to nav mesh due to physics ).. Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 20, 2015 Share Posted January 20, 2015 This would require a the standard license so that you can use C++. Without having knowledge on C++ I would not attempt this though. Josh stated that the physics engine could be "swapped out", but I really doubt it will be easy to do so. 2 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 20, 2015 Share Posted January 20, 2015 but then you will have to handle particles and navigation your self also Navigation is not dependent on physics, it just calculate path based on the navmesh. Then you could make move any physic object on that path could it be Physics or Bullet. For particles, it's only keeping same parameter forces but applied to a physic object created with physix. The only requirement is having all physic functions of LE3 exposed on the API. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Guppy Posted January 20, 2015 Share Posted January 20, 2015 Navigation is not dependent on physics, it just calculate path based on the navmesh. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldupdate-r503 " World::Update This function updates a world. Physics, particle emitters, navigation, and various other tasks will be updated. This function should be called once in the App::Loop() function. " so yeah navigation (, particles and "various other tasks") IS dependent on physics as it stands, unless you've some secret 'turn off physics' function up your sleve Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
JetBrains Posted January 21, 2015 Author Share Posted January 21, 2015 thanks that is what ill do i plan to use all nvidia's vfx etc... i do have a standard license by the way. Quote Link to comment Share on other sites More sharing options...
klepto2 Posted January 21, 2015 Share Posted January 21, 2015 If you have a standard license you should take a look into the headers and checkout the base Physicsdriver class. In theory it is possible in c++ to write its own physicsdriver and attach it. but there is no real detail how to do it. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
YouGroove Posted January 21, 2015 Share Posted January 21, 2015 @xESWxDEATH If you would succed making it, i'm pretty sure many of us would be ready to pay to have it. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
JetBrains Posted January 22, 2015 Author Share Posted January 22, 2015 @xESWxDEATH If you would succed making it, i'm pretty sure many of us would be ready to pay to have it. I have PhyX working and now im working on particles and turbulence 2 Quote Link to comment Share on other sites More sharing options...
HeadClot88 Posted January 22, 2015 Share Posted January 22, 2015 I have PhyX working and now im working on particles and turbulence Mind showing it off when you get the chance? Cloth Simulation would also be nice to have. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 22, 2015 Share Posted January 22, 2015 I have PhyX working and now im working on particles and turbulence Great news. About performance , do you have made some tests as last Physix should be really fast ? Another cool feature is Apex destruction , would be cool if it could be possible to have it implemented Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted January 23, 2015 Share Posted January 23, 2015 If you replace the NewtonDynamicsPhysicsDriver class with another class derived from the PhysicsDriver base class, you can use PhysX or another library, and the engine commands will all work. However, this is a rather advanced topic. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
HeadClot88 Posted January 24, 2015 Share Posted January 24, 2015 This may be the thing that pushes me to get the standard version of Leadwerks. Just going to watch this a while longer. To see if anything come of it. 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 7, 2015 Share Posted February 7, 2015 Any news ? I dreamed about seeing Physix features available in LE3 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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