getting started with novodex
I just have a few questions about using the Novodex physics engine, nothing really related to physics but with integration in your project. First off, Im going to learn how to use it and then add it to my project when I am ready. However, this may take quite a while to really learn in and out and I want to still go ahead and work on my project.
Basically, I want to start working on my scene graph system and the actor/entity classes, however, the novodex lib already wraps up a lot of stuff into it's own actor libs. Should I go ahead and create my own entity classes...
class CActor : public NxActor ???
My goal of course is to use the novodex engine in my project but I have no experience with it. Where should I start? Should I go ahead and go through the tutorials, learn the ropes and then start adding it? I just don't want to work on a ton of code and then have to change or delete all of it.
and yes, I am RTFM right now =)
Thanks a lot.
Alrighty, I have read through some of the sample code and I think I have a decent handle on how things work. please correct me if I am wrong...
Basically you first create a body description and configure the various properties. Next you create a new NxActor and feed in the values for that. You then add this actor to the novodex scene pointer. Later on you call the simulation function. I think I basically have it.
So to answer my own question. I would go ahead and create my entity classes and add a pointer to the engine. I would use the sdk's math libs in my entity classes and then create the various functions such as:
NxMatracie (or whatever it is) myentityclass::GetTransformation(){}
and then use the sdk to do the rest. Now, would it be a good choice to use the novodex math lib even with the render system or should I write my own for that?
thanks a lot and sorry to ask a question before looking for the answers my self first. I normally try not to do that but the complexity of the sdk was quite overwhelming.
~J
Basically you first create a body description and configure the various properties. Next you create a new NxActor and feed in the values for that. You then add this actor to the novodex scene pointer. Later on you call the simulation function. I think I basically have it.
So to answer my own question. I would go ahead and create my entity classes and add a pointer to the engine. I would use the sdk's math libs in my entity classes and then create the various functions such as:
NxMatracie (or whatever it is) myentityclass::GetTransformation(){}
and then use the sdk to do the rest. Now, would it be a good choice to use the novodex math lib even with the render system or should I write my own for that?
thanks a lot and sorry to ask a question before looking for the answers my self first. I normally try not to do that but the complexity of the sdk was quite overwhelming.
~J
class CActor : public NxActor will not work. NxActor is just a pure virtual interface to the real Actor. NovodeX is responsible for creating and destroying it and has no idea what a CActor is. You are basically going to have to make the NxActor a Member of CActor.
The NovodeX math library is fully functional outside of the context of the physics engine so if you want to use it as the default math library in your game that should be fine.
You might want to read the PhysicsSDK.pdf file front to back before getting really into it. It doesn't quite sound like you have the concepts down and the document should help a lot.
The NovodeX math library is fully functional outside of the context of the physics engine so if you want to use it as the default math library in your game that should be fine.
You might want to read the PhysicsSDK.pdf file front to back before getting really into it. It doesn't quite sound like you have the concepts down and the document should help a lot.
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