PhysX in TGEA 1.7
From TDN
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Synopsis
Lets you add PhysX controlled objects to your TGEA 1.7 based game. This just a port of Shannon's resource to TGEA 1.7. He gets all the credit.
Download & Setup
1. Install both the PhysX SDK and the PhysX Runtime - that's 2 installers. You can obtain both installers from NVIDIA DEVELOPER ZONE. This resource was tested and works with these 2:
- PhysX_2.8.0_SDK_Core.msi (SDK)
- PhysX_8.02.13_SystemSoftware.exe (Runtime)
2. Setup Visual Studio by adding "include" and "library" directories in the project configuration (your files may be in different places depending on how you installed the PhysX SDK):
Directory for include files:
- C:\Program Files\AGEIA PhysX SDK\v2.8.0\SDKs\Physics\include
- C:\Program Files\AGEIA PhysX SDK\v2.8.0\SDKs\Foundation\include
- C:\Program Files\AGEIA PhysX SDK\v2.8.0\SDKs\PhysXLoader\include
- C:\Program Files\AGEIA PhysX SDK\v2.8.0\SDKs\Cooking\include
Directory for library files:
- C:\Program Files\AGEIA PhysX SDK\v2.8.0\SDKs\lib\win32
3. Copy two DLL files from AGEIA PhysX SDK\v2.8.0\SDKs\Bin\win32 into your "game" folder (the one with your exe):
- PhysXLoader.dll
- NxCooking.dll
4. Download the custom files for this resource:
Implementation
1. Copy the the engine/source/physX folder from PhysXinTGEA_0_3.zip to your engine/source/physX folder
2. Make the same changes as in Shannon's resource.
3. Additionally, add one line in server/scripts/game.cs:
function onMissionLoaded()
{
// Called by loadMission() once the mission is finished loading.
startPhysX(); //start physX sim on server
startGame();
}
Known Issues
- Animated DTS models don't move their PhysX collision hull with them.
- No Polysoup collision



