Newbie question :x

alexx109

05-04-2010 15:06:10

heya =D

well, introducing myself, you can just call me noob :x
i, like yourselfs, like that ogre and physx stuff, but, i'm different than you, because i'm newbie :x

i just have some questions to make about NxOgre, like, theres anything that PhysX can do, that we aren't able to do with NxOgre wrappin' up all the stuff?

and btw, i'm quite the curious guy *-* someone can just explain (no code needed, only if you want to :x), how the **** is made the PhysX-Ogre integration? i personally don't like wrappers, at least not for learning, because they are praticall and you don't need to do some things, and because i'm learning, i would love if i could make some integrations myself with PhysX and Ogre, if you guys could just tell me a bit about it :x

Resuming the questions:
1 - Theres anything PhysX can do that NxOgre doesn't?
2 - How is made the PhysX-Ogre integration?

3 - (only for betajaen *-*) what's your favorite cake =D ?

betajaen

05-04-2010 16:00:44

1. Basically the things that NxOgre hasn't wrapped PhysX yet; some parts of Soft Bodies, Inflatable Cloth and other important bits I have forgotten.

2. The shorthand of it all is;

- Each class has a copy of the PhysX class as a pointer in it. Scene has NxScene, Actor has NxActor, etc.
- Then each function calls that function of that pointer; Actor::addForce calls NxActor::addForce
- Usually much of the annoyance is cleverly written in shorthand; World::createWorld, BoxDescription, ManualMesh, etc.
- Every frame (or timestep) a quick run through of all NxActors is given to Ogre (their position and orientation) which is updated.

3. Victoria


Seriously. Just use NxOgre. By your reasoning you shouldn't use Ogre as well.

alexx109

05-04-2010 16:09:17

well :x thx a lot
i think i have A LOT to learn yet :x

i like victoria too =D
cya =p

betajaen

05-04-2010 16:13:50

There is no reason why you can't use NxOgre, and read the source code of it to learn PhysX at the same time.

Druha

05-04-2010 16:22:00

1. ForceFields - in addition to those betajaen listed. There are some related files but they are empty

betajaen

05-04-2010 16:26:04

1. ForceFields - in addition to those betajaen listed. There are some related files but they are empty

Oh yes. I keep meaning to put them in.

alexx109

06-04-2010 03:10:21

thx for all the answer =p just 1 question left :X

when i say physx-ogre integration i mean something like this.
what i know about physics systems is that it makes physics simulations (:O), and, for every mesh on the render system, lets have a sheep by example, we have another mesh, in a physics world, that is usually simplified, for example, a box around the sheep, that's used to make physics collisions, etc. so, every rendered mesh has its own physical mesh or group of them to simulate themselfs on the physics world, but, after the calculation on the physics is done, how do its updated on the render system(in this case, ogre)? i've read some of the ogre3d rendersystem source but couldn't find a clue, only what i've discovered is that it keep tracks of scenemanager, nodes, entities that are made through anything, but how does it updates it in ogre?

that's probably the biggest doubt i have :x

thx again
p.s.: before i said i didn't liked wrapers, well, NxOgre changed my mind about it O.o simple and capable (when i say capable i mean he wraps almost every feature PhysX offers), but i'd still want to learn how to do PhysX itself, without wrapper, but, that's another history xD i woulda thank a lot if u could just answer my little devilish question =D

betajaen

06-04-2010 09:53:15

Have a look at the TimeController/TimeListener.