If Im not mistaken every GameWorks technology we got for free use here so far is bound to Windows and DX11 only.
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Originally posted by Mike.Skolones View PostThe buoyancy physics is not yet implemented in UE4, but it should be straightforward to get the height data and calculate the intersection of the height field with, for example, a convex hull. When we get some extra time I hope to publish a boat sample using a PhysX rigid body for the boat hull, and a pawn controller that applies buoyancy, drag, propulsion, etc., similar to how the vehicle sample uses a pawn to create a PxVehicle.
Mike: Any progress or ETA for the boat sample?
Is Waveworks still available on the NvPhysX/UnrealEngine branch on Git? Can't find it.
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Originally posted by Number47 View PostYESSSS!!!
Is there a possibilty that you could "prerelease" the shader so we can start playing with it?
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Originally posted by PLASTICA-MAN View PostWow great, thanks for that. Looking froward to try it. I hope it will work well with WaveWorks in the upcoming merged branch.
BTW, I noticed Flex 0.8.0 verison in your site. Any news about dirt/sand shader for Flex coming? In UE4 Flex and in Flex demo there are samples where you interact with sand and it is heavy and behaves diffrently from water when you walk on it, but there are only the interactions balls for the time being. Will you release sand/dirt shader with teh water shader or it will be in a future release? Thanks.
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Originally posted by casim View PostMike: Any progress or ETA for the boat sample?
Is Waveworks still available on the NvPhysX/UnrealEngine branch on Git? Can't find it.
No progress on the boat sample yet. Sorry about that, too many projects going on.
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Originally posted by Mikand79 View PostIf Im not mistaken every GameWorks technology we got for free use here so far is bound to Windows and DX11 only.
--Mike
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Originally posted by Mike.Skolones View PostSort of. All of the UE4-GW integrations on Github are Windows-only, at least for now. FleX and WaveWorks don't require DX11, the versions available today in the NvPhysX/UnrealEngine.git use CUDA for the simulation, and RHI/DX11 rendering because that is how UE4 works. We are working on DX Compute ports of both of these, to replace the CUDA simulation components. VXGI, HBAO+, HairWorks (soon) and (not so soon) TurfEffects will require DX11 compute shaders, as well as RHI/DX11 rendering imposed by UE4 for PC.
--Mike
(P.S. Cant wait for HairWorks and TurfEffects)
Last edited by paulv2k4; 04-26-2015, 02:25 PM.Currently working on PARGSoft Football
My day job is a C# ASP.NET Developer, I wish it was a games developer
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Originally posted by Mike.Skolones View PostFluid will come before sand. We have one guy working on the shaders, these things will be accomplished one at a time.Last edited by Nudlegaru; 05-08-2015, 03:14 PM.
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Originally posted by Mike.Skolones View Post[ATTACH=CONFIG]36338[/ATTACH]
[ATTACH=CONFIG]36339[/ATTACH]
Hope I can get a response soon so I can get on implementing it.
EDIT: I updated my copy per documentation in the branch 2 days ago, but don't see anything regarding the fluid material used in Flex demos. Hopefully I missed something. Looking forward to a response.Last edited by sbnewsom; 04-27-2015, 03:00 AM.
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Originally posted by sbnewsom View PostIs this functional on the latest branch? Last time I got around to compiling, i was only able to do the fluid balls. Is this already available in it? I need to get something like this running for a presentation so I'm getting really hopeful after seeing this.
Hope I can get a response soon so I can get on implementing it.
EDIT: I updated my copy per documentation in the branch 2 days ago, but don't see anything regarding the fluid material used in Flex demos. Hopefully I missed something. Looking forward to a response.
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