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Very Hot Topic (More than 25 Replies) Unreal NVidia PhysX support (Read 71921 times)
iLikeTheUDK
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Re: Unreal NVidia PhysX support
Reply #120 - Sep 14th, 2012 at 11:50am
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I was talking about the falling projectiles only. And if we keep the projectile mass, fire velocity, etc. the same as it was with Unreal Physics, in theory there should be hardly any big difference.
  
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Qtit
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Re: Unreal NVidia PhysX support
Reply #121 - Mar 4th, 2013 at 9:48pm
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This is truly nice piece of work here!

Question is, how can I implement the physX into playerpawn. It crashes the game cause it can't spawn the player same way it can't spawn physX actor when it's placed in the editor.
  

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Gizzy
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Re: Unreal NVidia PhysX support
Reply #122 - Mar 5th, 2013 at 1:26am
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Qtit wrote on Mar 4th, 2013 at 9:48pm:
This is truly nice piece of work here!

Question is, how can I implement the physX into playerpawn. It crashes the game cause it can't spawn the player same way it can't spawn physX actor when it's placed in the editor.


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please compile this mod for 227i, thanks


  
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Skywolf
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Re: Unreal NVidia PhysX support
Reply #123 - Mar 5th, 2013 at 1:26pm
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how well does this work with ATI graphics cards (using the cpu of my pc)? can i only use very basic physics (boxes and sphere's) or does stuff like cloth physics work too? (and how is the performance?) i have an i5 2500 btw.
  

I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament Roll Eyes.
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Qtit
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Re: Unreal NVidia PhysX support
Reply #124 - Mar 5th, 2013 at 5:08pm
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Gizzy wrote on Mar 5th, 2013 at 1:26am:
please compile this mod for 227i, thanks


Well, it works on 227i. Though has some critical errors.

I can't cal SetAngularVelocity function from uscript function because it crashes on startup. Any idea why?
  

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iLikeTheUDK
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Re: Unreal NVidia PhysX support
Reply #125 - Mar 8th, 2013 at 9:56am
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Qtit,


:::.            ::   .:::
:: ::  ;:::;  ::::  :
:: ::  ::  ::   :.   :::. 
::::    ::::    ::.  :::: /



Maybe you could both make a working, ridable UMS Scout Ship/Dropship?
  
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Qtit
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Re: Unreal NVidia PhysX support
Reply #126 - Mar 8th, 2013 at 10:20am
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iLikeTheUDK wrote on Mar 8th, 2013 at 9:56am:
Qtit,


:::.            ::   .:::
:: ::  ;:::;  ::::  :
:: ::  ::  ::   :.   :::. 
::::    ::::    ::.  :::: /



Maybe you could both make a working, ridable UMS Scout Ship/Dropship?

Well, I could. I did actually, but for 227g. Or H... Cant remember.

I might try redoing it later...
When the joint system works perfect...
And static mesh collisions...
And Angular Velocity add function...
And thousand other stuff which probably will not work when first implemented as that kind of project takes time and a lot of nerves.

Leave Dots alone, he's got his life, let him work on it in his own speed...

Still, the truth is, Dots, you could work on it a lil faster  Cheesy
  

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iLikeTheUDK
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Re: Unreal NVidia PhysX support
Reply #127 - Mar 8th, 2013 at 9:21pm
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What about creating a PhysX version of the speeders I saw in your other video?
  
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Qtit
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Re: Unreal NVidia PhysX support
Reply #128 - Mar 10th, 2013 at 4:03pm
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Done that already:



Problem is - the maps are static meshes. PhysX Objects don't really work well yet with static meshes. Can't use it then.
And one more - no idea how to replicate that thing.
  

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Re: Unreal NVidia PhysX support
Reply #129 - Mar 10th, 2013 at 5:43pm
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StaticMeshes do work fine with PhysX, but problem is yet it does not flip surface normals whenever the mesh coordinate determinant is negative (i.e any of the drawscaling axis are negative) so the mesh collision goes inverse.
You can easily calculate if determinant is negative by multiplying every drawscale value:
DrawScale*DrawScale3D.X*DrawScale3D.Y*DrawScale3D.Z = determinant.

I will fix this later however.... someday....  Tongue
  

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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Qtit
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Re: Unreal NVidia PhysX support
Reply #130 - Mar 10th, 2013 at 6:54pm
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I've noticed that the force that is implied to an object colliding a static mesh is much higher than the actual objects speed. It's like it the object got much greater output impulse than it should.

In other words: If I have an PX object that falls down on a static mesh it bounces like 3 times higher than it should. Gonna make a video later.

Or it is this normals issue, I'm not quite sure right now.
  

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unreality
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Re: Unreal NVidia PhysX support
Reply #131 - Sep 20th, 2015 at 6:27pm
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How to activate this mode I added files to the system folder  and next?
  
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emmix
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Re: Unreal NVidia PhysX support
Reply #132 - Oct 12th, 2017 at 7:41am
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Does anybody know which version of PhysX SDK I would need if I wanted to recompile the source for another Unreal 1 based game? (Rune)
  
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Matrix224
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Re: Unreal NVidia PhysX support
Reply #133 - Feb 26th, 2019 at 12:20pm
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Was this ever updated for 227i by any chance?

Or, if not, was anything implemented by 227i itself (or planned in 227j) that would allow for a kind of pseudo-ragdoll death without actual death animations?
  
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