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PhysX VS2013/_MSC_VER=1800 build and Visual Debugger woes

Started by October 19, 2015 06:49 PM
5 comments, last by irreversible 9 years, 3 months ago

Specific questions be below for the tl;dr crowd. First be background.

There are a few things I'm really digging about PhysX, starting with it just working with a rather minimal amount of integration effort - at least for fairly simple scenes. However, the less cool things about it are a fairly limited tutorialized documentation scene (by that I mean the official documentation is actually pretty good, but a fair amount of fine print, occasional uncovered topics and some version inconsistencies can be a bit annoying to chew through) and the 3.3.3 build doesn't come with a complete set of make files or a VS2013 project/build. Or 2015 for that matter. The regular SDK download doesn't include project files (or a bulk of the source files) to build them on my own either. Building the character controller and extensions code (the two projects that are provided) is fairly straightforward, though.

So far I've hex-edited one static library to get it to link and had to resort to stepping through the CCT (character controller) program database in order to find out why it was pushing my player up due to documentation failing to mention that that's what it's apparently supposed to do when the CCT starts out embedded in a solid.

I've also had marginal success in setting up a PvD (Visual Debugger) connection. More precisely, I've managed to get the connection up and running and when I move my player around, the camera keeps moving forward in the PvD, but it only records two frames and shows no shapes at any point (yes, I did set all the appropriate flags and checked all the flags in PvD itself). As it happens, PhysXVisualDebuggerSDKDEBUG.lib is the file I ended up jimmying with the hex editor and it's also the reason I suspect the PvD connection isn't working. I haven't tried other builds.

Moreso, nVidia's response to people requesting the VS2013 build a year ago was to upload the files on an individual basis and share the FTP link that expired in a day on a public forum. Then, silence.

This leads me to three questions:

1) is there a place I can download PhysX 3.3.3 from that contains make files or at least VS2013 projects for all modules (including the necessary source files of course) that I cannot find in the official SDK download? The latter wouldn't really directly solve the issue if I wanted to port my game to Linux or MacOS, though.

2) if (1) does not exist, can someone here upload builds of the respective static and dynamic link libraries, please? For all three OSs would be nice, but at this point Windows would suffice.

3) if the above two questions are for some reason not sane, could someone offer me guidance as to how to phrase them and then answer them in a way that would be sane?

Oh and, in case it's not clear, I've googled the heck out of this and met with a fantastic amount no results.

https://developer.nvidia.com/physx-source-github

It has source code and projects for VS2013 (easily upgradable to VS2015), Linux and Mac.

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Hmm. This was confusing. I tried the github link before, but it gave me a 404, then I headed over to the developer programs section and found the "PhysX-3.3.2_WINDOWS_SDK_Core" package, which I assumed to be it. I'm looking through the master directory download now.

At the bottom of the page it states very clearly that you have to register (for free) with NVIDIA in order to gain access to the GitHub repository. Do that and you won't get a 404 anymore.

Yeah, I figured that out now. Everything's working perfectly. Thing is, you also need to register for the developer program, which gives you access to the core SDK. Which is not the same as the master git repository. Since the git repository initially gives you a 404, it becomes confusing unless you know there are two different packages you can download. I did read the instructions when I was first looking for it.

BTW an offtopic :Is PhysX now free for commercial use?

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AFAIR it's free on PC (Win, Linux and Mac).

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