hi, can someone help on how to compile the flex and WaveWorks...?
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Originally posted by Mike.Skolones View PostI was hoping to push it to Github this week, but something has come up and VXGI will be delayed until next week. If all goes well, you'll see it by Friday the 13th. {Hmmm.}
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Originally posted by 01767456513parag View Posthi, can someone help on how to compile the flex and WaveWorks...?
1. Select desired branch at GitHub and click "download ZIP."
2. Execute setup.bat, once finished execute GenerateProjectFiles.bat
3. Open UE4.sln with Visual Studio (2013 and up)
4. Select Engine -> UE4 in the solution explorer, right click and select "Build"
5. Once finished go back to the folder, launch UE4Editor.exe in Engine -> binaries -> Win64
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Originally posted by The_Distiller View PostHow I always do it:
1. Select desired branch at GitHub and click "download ZIP."
2. Execute setup.bat, once finished execute GenerateProjectFiles.bat
3. Open UE4.sln with Visual Studio (2013 and up)
4. Select Engine -> UE4 in the solution explorer, right click and select "Build"
5. Once finished go back to the folder, launch UE4Editor.exe in Engine -> binaries -> Win64Last edited by Nudlegaru; 02-07-2015, 09:45 AM.
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Originally posted by PLASTICA-MAN View PostI dod the same too., But I downloaded all 3 branches and I copy pasted all theuir files in oen folder thinking I could merge all of the works (flex+waveworks+vehicles). When compiling, I got so many errors. You need to compile each branch separately. I hope Nvidia will have a branch that has all works and why not merge all their works with the default engine.- git checkout release (switch to standard 4.6.1 release branch)
- git branch AllFeatures (make a new branch from it)
- git checkout AllFeatures (switch to the new branch)
- git merge Flex (merge all the changes from the Flex branch, which should work fine because the FleX branch started out as the release branch)
- compile the AllFeatures branch to make sure the merge worked OK.
- git merge WaveWorks (merge all the changes from the WaveWorks branch, the WaveWorks branch also started out as the release branch)
Then you would try to compile the combined branch. This is what I intend to do when we get the VXGI, HairWorks, TurfEffects, etc., up and running.
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Originally posted by Mike.Skolones View PostYou _should_ be able to merge the branches into a single branch (for example, called 'AllFeatures'). You would do:- git checkout release (switch to standard 4.6.1 release branch)
- git branch AllFeatures (make a new branch from it)
- git checkout AllFeatures (switch to the new branch)
- git merge Flex (merge all the changes from the Flex branch, which should work fine because the FleX branch started out as the release branch)
- compile the AllFeatures branch to make sure the merge worked OK.
- git merge WaveWorks (merge all the changes from the WaveWorks branch, the WaveWorks branch also started out as the release branch)
Then you would try to compile the combined branch. This is what I intend to do when we get the VXGI, HairWorks, TurfEffects, etc., up and running.. BTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.
Another thing: The demo doesn't have those sections here: https://www.youtube.com/watch?v=1o0Nuq71gI4 from from the smoke to the milk bowl with cereals.
One last thing: I am getting all those errors when launching that demo, and many times the sections get messed up like the fluids turning in balls in shaders (I know I am not talking about the points when you check them, but about a serious shader problem turning liquids in non uniform balls) and many otehr demos get physcis bugs for example the pasta demo where the the pasta clips through the bowl and doesn't interact with it:Last edited by Nudlegaru; 02-07-2015, 11:02 AM.
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Originally posted by PLASTICA-MAN View PostBTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.
- Hold Shift + Click to interact with objects (tearing, throwing etc)
- Press the SpaceBar to "Emit Particles"
- Press 'U' to toggle Full Screen mode
- Press 'G' to toggle Gravity on/off
- Press 'R' to restart the simulation
- Press 'P' to play/pause
- Press 'Y' to move the walls in the fluid bath demos, creating waves
- Press 'T' to show the fluid normals (requires Draw Fluid to be turned on)
- Press 'E' to toggle Draw Fluid
- Press 'F' to toggle Draw Springs
- Press 'M' to toggle Draw Mesh
- Press 'V' to toggle Draw Points
- Press '.' to toggle GPU Timers
- Press 'N' to toggle the spaghetti strings on/off
- Press 'B' to remove set geometry pieces
- Press 'H' to toggle the HUD on/off
There are a few others but they aren't quite as useful, if I find anymore I'll post them up as well.
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Originally posted by DotCam View PostThese are the controls I figured out for the FleX Demo program:
- Hold Shift + Click to interact with objects (tearing, throwing etc)
- Press the SpaceBar to "Emit Particles"
- Press 'U' to toggle Full Screen mode
- Press 'G' to toggle Gravity on/off
- Press 'R' to restart the simulation
- Press 'P' to play/pause
- Press 'Y' to move the walls in the fluid bath demos, creating waves
- Press 'T' to show the fluid normals (requires Draw Fluid to be turned on)
- Press 'E' to toggle Draw Fluid
- Press 'F' to toggle Draw Springs
- Press 'M' to toggle Draw Mesh
- Press 'V' to toggle Draw Points
- Press '.' to toggle GPU Timers
- Press 'N' to toggle the spaghetti strings on/off
- Press 'B' to remove set geometry pieces
- Press 'H' to toggle the HUD on/off
There are a few others but they aren't quite as useful, if I find anymore I'll post them up as well.! Do you plan to release flameworks, faceworks and all the other features too? Also like I asked in my previous question will you release all the stuff shown in the last Flex video like milk bowl with cereals, the particles on the car, the smoke on the bullet or at least in a standalone demo like the one you provided in thirdparty folder? In that standalone demo there is a granular pile and in UE4 the same tech which involves sand physcis, will wee see sand shaders and particles in the update? Thanks !
Last edited by Nudlegaru; 02-08-2015, 11:42 AM.
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Originally posted by PLASTICA-MAN View PostThank you very much. BTW Mister Mike, you promised me you would check the controls and keys for the Flex demo located in: Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64 . In your video starting at 1.01 , you can see you can control those water balloons with your mouse and tear them so water comes from them: http://youtu.be/ktVmLJ5i4NY?t=1m1s . I couldn't control anything using the mouse or interact with them like in the video. Also in the demo, there is a cloth tearing demo, I couldn't interact with the cloth so I couldn't tear it. Also In granular pile, how to shoot the ball in order to make the pile fall? I hope you provide us with the full controls.
Another thing: The demo doesn't have those sections here: https://www.youtube.com/watch?v=1o0Nuq71gI4 from from the smoke to the milk bowl with cereals.
One last thing: I am getting all those errors when launching that demo, and many times the sections get messed up like the fluids turning in balls in shaders (I know I am not talking about the points when you check them, but about a serious shader problem turning liquids in non uniform balls) and many otehr demos get physcis bugs for example the pasta demo where the the pasta clips through the bowl and doesn't interact with it: [ATTACH=CONFIG]24745[/ATTACH]
The FleX demo and SDK will include the smoke and cereal scenes in a future release, we will get to that as soon as we can, but I don't have an ETA for that yet either.
Regarding the errors, are you on the latest driver? Which GPU are you using?
--Mike
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support for flameworks, postworks and faceworks, hairworks planned?
Hi,
I see NV ships currently waveworks and flex UE integration which a part of your complete gameworks stack.. Awesome!.. Seems vxgi and turf effects are also in the works so all left will be postworks (txaa) and flameworks for me.. Also missing would be faceworks and hairworks.. Can you share if NV plans to integrate this libraries eventually, say over this year?
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Originally posted by Mike.Skolones View PostYes, the mechanism for applying damage to FleX objects, whether through mouse-click-pick as in the FleX demo, or by a rifle, or rigid body impact, etc., is still work in progress. I don't have an ETA for it yet.
The FleX demo and SDK will include the smoke and cereal scenes in a future release, we will get to that as soon as we can, but I don't have an ETA for that yet either.
Regarding the errors, are you on the latest driver? Which GPU are you using?
--Mike
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Originally posted by oscarbg View PostHi,
I see NV ships currently waveworks and flex UE integration which a part of your complete gameworks stack.. Awesome!.. Seems vxgi and turf effects are also in the works so all left will be postworks (txaa) and flameworks for me.. Also missing would be faceworks and hairworks.. Can you share if NV plans to integrate this libraries eventually, say over this year?
Thanks,
Mike
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