Quote:Original post by teutonicus The PhysX SDK comes with an interactive debugger ... it's a long time since I've used it but I remember it being very helpful. You can also get PhysX to spit out buffers full of vertices for rendering debug shapes in-game. Rendering these will give you a visual representation of the actual PhysX actors (including character controller) within your scene. It's all in the docs :)
Yes thank you, that is what I was talking about :) I understand PhysX and DirectX are seperate, but if I know how to make PhysX "spit out" these buffers, I can use D3D to render them!
Why are you guys talking about matrices for the positioning of meshes tho? The documentation mentions a simple function like NxActor->getPos (or something similar). This would just return x,y and z.
Well regardless of all of this, a tutorial on how to setup up the charactercontroller would still be helpfull :)
Quote:Why are you guys talking about matrices for the positioning of meshes tho? The documentation mentions a simple function like NxActor->getPos (or something similar). This would just return x,y and z.
all transforms are applied using matrices in directX (and openGL for that matter) - you can either get the matrix directly from physX returning 16 floats which can be applied directly to your directX device to represent position AND rotation... or you can use the get-position / get-rotation functions which will then return NxVector3 vectors which then end up having to be packed into a matrix anyway (by your program at some level) before they can be applied to your DirectX geometry. thats why.
Hi, it seems that not many people its using directx and physx together, but in fact its quite simple, the "only" thing you need to do, its apply the actor matrix directly to your desired mesh of that actor.
Now, i could not get character controller to work, its a lot o things and you are limited to use a capsule, instead i did my own way to controll my actor without use that thing, and with the feature of using a convex, not a cube nor a capsule.
In this code, angle its your rotation on Y Axis, now you can move your actor without using forces, and the matrix pose of the fpsactor of this code should be applied to your mesh of directx directly.