Has anyone used the Ageia SDK yet?

argh... I'm just going to have to download it and see for myself...
cant be much harder than opengl crap (wich isnt that hard)

what compiler are you guys using by the way?

I personally like MS's compiler...
 
nhusby said:
argh... I'm just going to have to download it and see for myself...
cant be much harder than opengl crap (wich isnt that hard)

what compiler are you guys using by the way?

I personally like MS's compiler...

Remember to get the SDK 2.4.4 Training Program too, wich includes the followng lessons:

Chapter 1 – Rigid Bodies

Lesson 101 – Box on a Plane
Lesson 102 – Sphere and Torque
Lesson 103 – Capsule, Local Pose, and Center of Mass
Lesson 104 – Convex Shapes and Anisotropic Friction
Lesson 105 – Static and Kinematic Actors
Lesson 106 – Putting Actors to Sleep and Skin Width
Lesson 107 – Materials
Lesson 108 – Freeze Flags and Damping
Lesson 109 – Collision Groups
Lesson 110 – Collision Filtering
Lesson 111 – Multishape Actors
Lesson 112 – Local Forces and Force Modes
Lesson 113 – Convex Shape Creation
Lesson 114 – Concave Objects
Lesson 115 – Mesh Shapes
Lesson 116 – Mesh Materials
Lesson 117 – PMaps
Lesson 118 – Heightfield Shapes
Lesson 119 – Dynamic Continuous Collision Detection


Chapter 2 – Joints

Lesson 201 – Joints
Lesson 202 – Joint Limit Values
Lesson 203 – Joint Limit Planes
Lesson 204 – Joint Springs
Lesson 205 – Joint Motors
Lesson 206 – Breakable Joints
Lesson 207 – Spherical Joints
Lesson 208 – Prismatic Joints
Lesson 209 – Cylindrical Joints
Lesson 210 – Point-on-Line Joints
Lesson 211 – Point-in-Plane Joints
Lesson 212 – Pulley Joints
Lesson 213 – Distance Joints
Lesson 214 – Spring and Damper Effectors
Lesson 215 – Six Degree of Freedom Joints
Lesson 216 – 6DOF Joint Limits, Springs, and Motors
(Lesson 217 – Fully Configurable 6DOF Joint)
(Lesson 218 – Gumby 6DOF Joint)
(Lesson 219 – Motion Controller for 6DOF Joint)


Chapter 3 – User Reports

Lesson 301 – Debug Renderer
Lesson 302 – Memory Allocator
Lesson 303 – Contact Report
Lesson 304 – Trigger Report
Lesson 305 – Raycast Report
Lesson 306 – Entity Report
Lesson 307 – Visual Remote Debugger


Chapter 4 – Large Scale Physics Effects

Lesson 401 – Rope
Lesson 402 – Spring-Mass Cloth
Lesson 403 – Jointed Rigid Body Cloth
Lesson 404 – Ragdolls
Lesson 405 – Gears
Lesson 406 – Gears and Belt
Lesson 407 – Tank
Lesson 408 – Grass
Lesson 409 – Articulated Truck
Lesson 410 – Particle Systems
Lesson 411 – Fragmenting Objects


Chapter 5 – Tools

Lesson 501 – Core Dump
Lesson 502 – Loading PML Files
Lesson 503 – Switching Coordinate Systems
Lesson 504 – Scene Export
Lesson 505 – Asset Export
(Lesson 506 – Loading ASE Files)
(Lesson 507 – Loading EZMesh Files)
(Lesson 508 – Loading 3DS Files)


Chapter 6 – Gameplay Physics

Lesson 601 – Heightfields
Lesson 602 – Raycasting against Heightfields
Lesson 603 – Game Level
Lesson 604 – Raycasting against Game Level
Lesson 605 – Character Controller
Lesson 606 – Character Controller in Game Level


Chapter 7 – Vehicles

Lesson 701 – Wheel Shapes
Lesson 702 – Suspension and Torque
Lesson 703 – Brakes and Steering
Lesson 704 – All Wheel Drive
(Lesson 705 – Car)
(Lesson 706 – Vehicle Class)


Chapter 8 – Integration

Lesson 801 – Running on Hardware
Lesson 802 – Multiple Scenes
Lesson 803 – PhysX FX Integration
Lesson 804 – Mesh Paging
Lesson 805 – User Controlled Threads


Chapter 9 – Fluids

Lesson 901 – Fluids
Lesson 902 – Fluid Emitters
Lesson 903 – Fluids and Mesh Files
Lesson 904 – Fluid Rendering
Lesson 905 – Fluids in Game Level

That should be enough to keep you occupied for a while ;)
 
DaCoOlNeSs said:
this looks so much better than PhysX fluids
Blender. Thats someting in the order of 3Dmax softimage. Truespace.
like Prerendering. Not real time.
So Was that realtime compute. Or Pre rendered. Does Blender have a game framework?
I don't know. That PhysX is realtime. Fluids for in game.

Blender could do better with PhysX. 3 Hours could be 1 hour. for Prerendering. :).
 
SuperGee said:
Blender. Thats someting in the order of 3Dmax softimage. Truespace.
like Prerendering. Not real time.
So Was that realtime compute. Or Pre rendered. Does Blender have a game framework?
I don't know. That PhysX is realtime. Fluids for in game.

Blender could do better with PhysX. 3 Hours could be 1 hour. for Prerendering. :).
oh I thought it was on the fly rendering, Im an idiot
 
It still looked really cool. So thanks for the link.

Fluid simulation is extremely difficult to do even even in prerendered scenes, so I'm interested to see what we get in realtime with Ageia (or anyone else for that matter). So far I haven't been impressed at all (the particle size is too large for my taste), but it's obviously a work in progress, and I understand Ageia made some improvements to their fluid model with their latest sdk.

@SuperGee
Blender does in fact have a game engine. That clip was definitely a prerender though.
 
nhusby said:
argh... I'm just going to have to download it and see for myself...
cant be much harder than opengl crap (wich isnt that hard)

what compiler are you guys using by the way?

I personally like MS's compiler...
Well I have just signed in to.
Through the <sign-in> option you can request account? On the Dev support site.
Have choose the
SDK use * Programmer
SDK use * Personal Projects
Options.

Wonder what the diference is. * Modding PhysX games looks interresting to.

Did some Z80 and 6800 Assambler in my schoolday's for Microcontrollers. Got Masm to but hardly use it. because Turbo Pascal in my early after school day's. Then I went for C++ since DirectX2 from VC++4.0 to up.
Now I gonna use MS visual studio net 2005 expres. C++.
starting with C# to.

Have not much experience but gonna try it.
Fidle-ing with tutorials mostly modding them to do something else till it get's very hairy. :)

Don't know OpenGL. Only a bitty DirectX mostly directdraw.

Thinkin on buying MS VSnet 2005 standard wich support 64bit and mobile.
First reseach the SDK.
My goal first is a small Beginners project orientated around PhysX wich is in reach of being finishable by me.
a Hello world ish space game. ?
 
jimmyb said:
It still looked really cool. So thanks for the link.

Fluid simulation is extremely difficult to do even even in prerendered scenes, so I'm interested to see what we get in realtime with Ageia (or anyone else for that matter). So far I haven't been impressed at all (the particle size is too large for my taste), but it's obviously a work in progress, and I understand Ageia made some improvements to their fluid model with their latest sdk.

@SuperGee
Blender does in fact have a game engine. That clip was definitely a prerender though.

The graphical (GPU) display of fluids (PPU) is up to the game coders to make loking like real life fluids.
Dosn't loook "blocky to me:
http://www.youtube.com/watch?v=UnA-N93KdMg

It would be a GOOD thing to differencerentiate between the motion/physcis of fluids (PhysX SDK) and the graphical (GPU) representation of the fluids.
It's not like a PPU is GPU...
 
The element size they have selected in the simulation is too large for my taste. This has everything to do with the physics, and little to with graphics cards.

And in order to ward off an angry response: this issue is innate to the problem of fluid simulation, not PPUs (although it shows up in them obviously).
 
The PhysX fluid looks more like quickSilver. Bit poor on the effect shaders for wet look.
Blender more like 20W50 with better effect shaders.
Not that I tried it out in real. :)
But that brings PRe rendering. More complex Physics and more effects because time is a secondary isue.

In my opinion it's Physx and the level of factors and variable to put into acount for computation.. And shader effects. Both to make it look realistic.

I think PhysX are the first baby steps to go to realtime. Fluids. Before this. Its was decal or muti texturing. or a shader effect. In a static way or a animation.
A texture flipping chain surface.
 
TERRA IS FINALLY GONE :D


sorry about that, but anyways, if he is still reading this up in ban land, that PhysX liquid is HUGE and thick, nothing like it should be.
 
I'm sure the reason the liquids are "large" is due to performance reasons, sure you could make them smaller but then you would need so much more to fill whatever volume you want filled with liquid.

Hard|Forum said:
Terra Banned
=*(

Hope it's not a permaban. Terra will be missed.
 
I'm wondering (after all his antics) wich post it was that finally got him the ban???
It wont be the same without him...

on topic: I'm downloading the sdk now... I'm too lazy to do anything with it for now, but school is starting monday, so that'll get me a little more motivated.
 
Back
Top