I am disappointed a little

Toby

14-11-2006 16:11:23

I am disappointed a little by new ageia version and nxOgre wrapper. I will explain why in my case.
I did some test with PhysX 2.5 and nxOgre 0.3 to create a car simulation. Then my wheels' car collision with ground were well and behaviour were ok. Moreover, for car's body I use a convexShape added in a shapegroup that doesn't work now. I use now ageia 2.6 and nxOgre 0.4
Then behaviour of my car are not equal and wheel's collisions seams to be strange some time.

Maybe it come from my car's body. I change complex vertices to a more simple one like a cube.

ps: for my test I implement like vehicleBlueprint exemple source.

If another way exists now...?

Sorry for my english. :oops:

HexiDave

14-11-2006 16:58:46

Do you have any screenshots or videos to show what behavior you're describing? Also, do you have a copy of the project you could show how you have everything setup?

I've been having pretty good success with PhysX 2.6.2 and nxOgre 0.4 RC2, but RC2 is just that - a release candidate, not a final version. There are a good number of things missing that I'm sure will be added - a quick look-over the code shows some pretty snazzy work :D

Probably the most clean code I've seen in a while.

betajaen

14-11-2006 17:12:52

I do admit I haven't been working on the car code at all, but because the PhysX library is huge, and implementing it such a big task.

But then again I'm not a big computer company with lots of resources to handle this, I'm just a lone programmer working in my spare time.

If you want to make the car behavior better then go ahead and do it, I'm more than happy to accept code changes, but remember most who uses NxOgre wants feature X implemented, and I can only divide my time between them equally.

HexiDave

14-11-2006 18:14:34

I noticed you didn't have the Ragdoll added yet - I've got a partially working system I plan to expand fully to use in my engine; if nobody else is working on Ragdolls, I can probably do that.

betajaen

14-11-2006 19:56:43

Thankyou.

I did start it, quite a bit actually. Then I stopped for almost a year now the code bewildereds me. You can find the code in one of the 0.5 previews.

In 0.4 I took it out, including the vehicle actually for the classes to be moved to the tutorials.

Toby

14-11-2006 20:47:09

Yes allright it is a RC and code is clean. Great.

Don't worry Betajean. I use my own vehicle classes that are similar or near last vehicle_prefab. My car slides more than before and wheels contact seems less precise than before.
But when you will include vehicle behaviour, maybe I ll use it. If you want I can share with you my experimentation. See
http://artcardeus.free.fr/media/Movie/lightAndSmoke.avi

Congratulation for your work. I did not call in nxOgre question but PhysX. Although brilliant.

I will clean my code and do a correct vertive for my body's car.
ps: Moreover how to make a correct convex shape with vertices for car.mesh?

Thanks for your answer.

betajaen

14-11-2006 21:42:54

You use several convex shapes (cabin, bonnet and boot) to create a concave effect.

Toby

17-11-2006 17:10:16

I find my problem. My new convexShape was not balance. Well body mass was on the left and so on.
Excuse to doubted.