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45 Posts in 15 Topics by 16 members
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| Author | Topic: hey, a question | 987 views |
4 May 2008 at 4:07pm
i tried you PhysX wrapper,
it's nice and it works, but isSleeping() function ;)
and actually
it has some speed penalty..
with 100 textured boxes
-a CLI wrapper (not as complete as this one) performs 260 FPS
-your wrapper performs at 170 fps.. so quite big difference
is there an option that i missed to turn off/on that could speedup your wrapper or is that just a disadvantage of P/Invoke?
thank you,
Iffanka
5 May 2008 at 7:06pm
P/Invoke has a bit more overhead on function calls than C++/CLI, so that might very well be the issue. Also the C++/CLI wrappers that are available a mostly hand written and sometimes reimplement (parts of) classes in managed code, to avoid the overhead of switching between managed and unmanaged code. My wrapper just passes everything to the unmanaged PhysX api, so relatively static stuff can get a significant speedup by storing the results in managed code (NxActor.isDynamic() for example).
As a side note, FPS is not the best way to measure code excecution speed as it's a non-linear 1/x-scale. Comparing an average of 5.8ms vs 3.8 ms per frame gives a better comparison (I agree that it's still quite a difference though).
Last edited: 5 May 2008 at 7:13pm
15 June 2008 at 9:08pm
Hi.
I'm trying to initialize PhysX engine and create a simple scene with C#, but there is an error in the following code:
NxSDKCreateError er=new NxSDKCreateError();
NxPhysicsSDK sdk = PhysXLoader.NxCreatePhysicsSDK(0, new NxPhysicsSDKDesc(),ref er);
NxScene scene = sdk.createScene(new NxSceneDesc());
exception in 3rd line:
AccessViolationException:
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Please, help me with it, or give a valid sample of using PhysX
16 June 2008 at 12:31pm
I suspect you have some trouble with initialising the SDK. Make sure it gets properly initialised. I'm using the following code to initialise my scene:
// Create PhysX SDK
NxSDKCreateError createError = NxSDKCreateError.NXCE_NO_ERROR;
sdk = PhysXLoader.NxCreatePhysicsSDK(PhysXLoader.NX_PHYSICS_SDK_VERSION, new NxPhysicsSDKDesc(), ref createError);
// Check SDK creation
if (sdk == null || createError != NxSDKCreateError.NXCE_NO_ERROR)
LogMgr.Instance.Error("Unable to load PhysX: " + createError, new NotSupportedException());
// Setup scene
NxSceneDesc scenedesc = new NxSceneDesc();
scenedesc.flags = scenedesc.flags | (uint) NxSceneFlags.NX_SF_SIMULATE_SEPARATE_THREAD;
NxScene scene = sdk.createScene(scenedesc);
Last edited: 16 June 2008 at 12:36pm
16 June 2008 at 8:15pm
Oh, thank you very mutch.
This exception was occured because of passing wrong uint sdkversion in function NxCreatePhysicsSDK()
Your code is working properly.
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