Here it is, the first prototype is open to tests
I kept most of operators parameters but I completely rewrote the code architecture behind and so the operators class and behavior. Therefore nothing is compatible with the old system and even if doesn't seem to change on surface, all behind is new and so bugs can be found where before they was not... Why we need to test all...
This new architecture was necessary to fix most of problems of the old system and to create a more modular code to implant next features (like physx particles)...
so in brief what's new :
- all physx operators works entirely in graph mode. This means that all wz classic transformations are supported and correctly cumulated (transform, add, multiply) both for colliders and actors.
- all wz4Render can be binded to physic (in old system only meshes), so every special render can be used on rigidbody input (sprites, marchingcubes, ribbons, etc...), just create one or multiple colliders around the render node shape and go on...
- Entire physx node can be transformed and multiplied (with yellow operators under physx) for example to replicate the physx actors and simulation.
- Debris actor, to generate shards from a chunked mesh.
it remains to add a correct timestep simulation and the fromvertex build mode, but despite that all should be like the old one.
here the proto exe. Alternative is to get 'physx3' branch on github.
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