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Imaginary Game Engine » Forums » General Discussion » PhysX.NET on Mac OS X and Linux?
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Author Topic: PhysX.NET on Mac OS X and Linux? 876 views
  • bronxbomber92
    bronxbomber92's avatar
    Community Member
    3 posts

    PhysX.NET on Mac OS X and Linux?

    Does PhysX.NET actually work on any non-Windows machines? I tried compiling IGE, and I got this error:

    Compiling Project IGE PhysX (7/15/2008 6:08 PM UTC)
    Mono C# compiler version 1.9.0.0

    ** ERROR **: file loader.c: line 1406 (mono_get_method_from_token): assertion failed: (loc)
    aborting...
    Stacktrace:

    at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes (bool) <0x00004>
    at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes (bool) <0xffffffff>
    at System.Reflection.Assembly.GetExportedTypes () <0x00012>
    at Mono.CSharp.TypeManager.LoadAllImportedTypes () <0x000ab>
    at Mono.CSharp.Driver.MainDriver (string[]) <0x00ada>
    at Mono.CSharp.Driver.Main (string[]) <0x00060>
    at (wrapper runtime-invoke) Mono.CSharp.Driver.runtime_invoke_int_string[] (object,intptr,intptr,intptr) <0xffffffff>

    CompileCSProject v1.1 -- Copyright(c) Imaginary Game Engine team 2007-2008
    For Visual Studio 2005 C# projects

    Compiling Project IGE Demo (7/15/2008 6:09 PM UTC)
    Mono C# compiler version 1.9.0.0
    error CS0006: cannot find metadata file `IGE Demo/../bin/Release//IGE PhysX.dll'
    Compilation failed: 1 error(s), 0 warnings

    Do I need to compile PhysX.NET first on my machine, and use those binaries to compile IGE (Btw, I'm more interested in PhysX.NET than IGE, so actually compiling IGE isn't of great importance to me)?

    Last edited: 21 August 2008 at 9:26pm

  • SeaEagle1
    SeaEagle1's avatar
    Administrator
    16 posts

    Re: PhysX.NET on Mac OS X and Linux?

    I did compile it before on Linux, so it should be possible. Which version did you use, the current SVN? or 0.9.1 (see downloads)?

  • bronxbomber92
    bronxbomber92's avatar
    Community Member
    3 posts

    Re: PhysX.NET on Mac OS X and Linux?

    I was using the snapshot from the Download page. I did some more research, and it seems that PhysX only officially supports Windows and Linux. Now, if it actually works on Mac may be a different story, but it's doubtful.

  • SeaEagle1
    SeaEagle1's avatar
    Administrator
    16 posts

    Re: PhysX.NET on Mac OS X and Linux?

    Then it's probably just the current trunk that's not compiling at the moment. It's rather unstable now because I've been doing some major refactoring just before my holiday. The PhysX.NET release should compile and work on linux (and MacOS). I don't know about PhysX Mac support, but seeing the number of supported platforms, I'd think it shouldn't be too hard for them to make it work, maybe only for paying customers.

  • bronxbomber92
    bronxbomber92's avatar
    Community Member
    3 posts

    Re: PhysX.NET on Mac OS X and Linux?

    Well, the problem of just compiling PhysX.NET on Mac is that there is no provided PhysX installer from NVidia, so you get a bunch of error: SomePhysXHeader.h: No such file or directory, and a whole string of other errors.

  • SeaEagle1
    SeaEagle1's avatar
    Administrator
    16 posts

    Re: PhysX.NET on Mac OS X and Linux?

    Well, the IGE PhysX plugin is at least compiling again. It's a shame that nVidia doesn't support MacOS, but what I meant was that there's nothing that should stop you from using PhysX.NET on Mac when you've got PhysX working...

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