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Very Hot Topic (More than 25 Replies) Unreal NVidia PhysX support (Read 62389 times)
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Oldunreal MasterPoster
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Unreal NVidia PhysX support
Feb 13th, 2010 at 3:51pm
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As sequel to the UT project (http://www.unrealsp.org/forums/viewtopic.php?t=893) I started on, I continued the development on 227.

What it basically is; NVidia PhysX physics engine that works on Unreal 1.

As far as I have written now, it supports simple physics objects like boxes/spheres or even more complex shapes. Also some constraints, joints and cloth physics.

Also I fixed the BSP geometry collision holes the UT version had, and movers have proper collision with the physics objects now.

Futher plans include soft bodies, vehicles and possibly ragdolls.

UT video that Shivaxi recorded:


Vehicle video:


Download beta version for 227i: http://www.klankaos.com/downloads/UPhysX.rar (Last update: 10.1.2013)
Contains summonable vehicles:
Summon VehicleX.HellBender
Summon VehicleX.Bomber
Summon VehicleX.Raptor
Summon VehicleX.HoverBike

Latest NVidia PhysX drivers are also needed: http://www.nvidia.com/object/physx-9.12.1031-driver.html
And if anyone is interested in helping me out with adding features or bug-fixes, download source code from here: http://www.klankaos.com/downloads/UPhysXSrc.rar (Last update: 16.2.2010)
« Last Edit: Jan 30th, 2013 at 6:33pm by .:..: »  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Unreal NVidia PhysX support
Reply #1 - Feb 13th, 2010 at 5:13pm
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« Last Edit: Aug 7th, 2010 at 3:42pm by »  
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Re: Unreal NVidia PhysX support
Reply #2 - Feb 13th, 2010 at 5:37pm
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Quote:
How does PhysX compare to other solutions such as ODE and Havok? I mean, is PhysX the only free and feasible solution?

Well.. PhysX is used on Unreal Engine 3 and ODE was kinda too hard to implement for Unreal Engine and Havoc is all closed source.
So I figured PhysX is most supported and easiest way to go.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Unreal NVidia PhysX support
Reply #3 - Feb 13th, 2010 at 6:56pm
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That looks pretty cool!

And was the player a Cow??? I keep hearing a Moo when he blows himself up lol
  

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Re: Unreal NVidia PhysX support
Reply #4 - Feb 13th, 2010 at 7:28pm
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Does that mean that U1 will eventually have the "rubber" ragdolls that UT3 has? Tongue
  
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Re: Unreal NVidia PhysX support
Reply #5 - Feb 13th, 2010 at 9:19pm
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Goodbye death animations...haha
  
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Re: Unreal NVidia PhysX support
Reply #6 - Feb 14th, 2010 at 3:15am
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GreatEmerald wrote on Feb 13th, 2010 at 7:28pm:
Does that mean that U1 will eventually have the "rubber" ragdolls that UT3 has? Tongue

It's better than killing someone with just enough force to knock their corpse away (instead of gibbing them) and watching it fly like a stiff board.
  

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Re: Unreal NVidia PhysX support
Reply #7 - Feb 14th, 2010 at 4:33am
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Quote:
How does PhysX compare to other solutions such as ODE and bullet? I mean, is PhysX the only free and feasible solution?

(forget havok, already read the unrealsp thread)

Bullet is missing a few key important features, otherwise we likely would have static mesh support in unreal

I've never heard of ODE, I'll go check it out.
  
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Re: Unreal NVidia PhysX support
Reply #8 - Feb 14th, 2010 at 8:55am
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KillerSkaarj wrote on Feb 14th, 2010 at 3:15am:
It's better than killing someone with just enough force to knock their corpse away (instead of gibbing them) and watching it fly like a stiff board.

  
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Re: Unreal NVidia PhysX support
Reply #9 - Feb 14th, 2010 at 3:20pm
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« Last Edit: Aug 7th, 2010 at 3:43pm by »  
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Re: Unreal NVidia PhysX support
Reply #10 - Feb 14th, 2010 at 5:00pm
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Updated:
  • Added Editor preview feature (select any physics actor in map, change their flag 'bEditorSimulate' to true and enable real-time preview).
  • Added UScript notifies for impacts and when joints break.
  • Made Buoyancy control how well the physics object floats on water.

Also added a beta download link for 227g_20 (227g beta testers).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Unreal NVidia PhysX support
Reply #11 - Feb 14th, 2010 at 8:16pm
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Great stuff, very impressive. Is this stuff already ready to use or should a mapper wait with it for an other version?
What about destroyable walls as Brushmover? (like CTF-Lighthouse_PhysX)
  

UT99.org Community Mappack 2:&&http://www.ut99.org/utr/infopage.html
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Re: Unreal NVidia PhysX support
Reply #12 - Feb 14th, 2010 at 11:22pm
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Wow, pretty amazing stuff once again dots Smiley

I messed around a bit and noticed a couple of things:

- I dropped a box (MultiComponentPhysActor) down a hill into some water. Once it dropped to the bottom, I took a shot, and the box bounced up a little bit for some reason...

- Flying boxes can kill  Cheesy

  
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Re: Unreal NVidia PhysX support
Reply #13 - Feb 15th, 2010 at 1:35am
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holyshet....the master does it again! Cheesy Grin

Bloody good work mate....this is truly the most amazing thing I've seen for Unreal.  Works absolutely flawlessly.  I can't wait to see rag dolls and vehicles in the future...I would definitely run a server featuring this.  Speaking of....is this replicated at all?  Does it work online?  Me and Gizzy are about to test Tongue

And I recorded another video if anyone's interested:

  

 
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Re: Unreal NVidia PhysX support
Reply #14 - Feb 15th, 2010 at 2:49am
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In the older UT version I placed some convex physics actors with the UT armor mesh and had some fun with my own custom shelves. Very fun and Half-Life-esque in terms of physics when implemented that way. The only thing that bothers me is that if you have a mesh with different animations, you can't set this current system to use anything except for the default animations, but that would only be a major problem if you had something like a Skaarj statue or something that needed physics for some reason. Like in the UDK, it would be useful to have a physics gun available for in-game testing, so we can also pick up the objects and prod them around, or maybe just a physics control system so scripters can code particular actors that effect the objects in given ways, like the hammer tool in The Ball, or whatever is most intended for the developer and for any projects wishing to utilize these assets. Also, the ability to apply physics to pickups, players, corpses, and scripted pawns would be exceptionally useful for those who wish to add a bit of non-conflicting realism, if they're willing to exclude those who don't have systems built for dealing with the PhysX enhancements.
  
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