nathan lachenmyer
nathan lachenmyer
Sorry to hop onto this thread, but I think my issue is similar -- I'm using NVIDIA's PhysX as my physics engine. The engine leaves rigid body actors with a...
Ah, got it! So I should store the integer ID number into the pointer via: ``` physx_object->userData = (void*)(entity.id().id()); ``` It can't be dereferenced like a true pointer, but can...
Another Windows user here -- I just downloaded the repo and used CMake / VS2015 to compile it, and I'm receiving the same error. @asmw 's repo is 39 commits...
@jamiebullock Can you elaborate on what you did to get the static build working? I'm trying to do the same but can't figure out exactly where in the out-of-the-box build...
Unfortunately I haven't gotten it working, though I haven't tried since last year...
I was able to get around this by just adding every `.h` and `.cpp` file to my project; it's not ideal (a `.dll` and `.lib` would be better for portability),...
I've figured out a short-term fix -- just include the entire GRT as source in Visual Studio and it'll compile. This means that you're not using the static lib, but...
Further information: * The crash in my custom application seems to have to do with the construction of the `std::basic_string` class in the `ClassificationData` constructor. * While compiling Unit Tests,...
Not responding directly to your issue, but I've found that using [vcpkg](https://github.com/microsoft/vcpkg/) has dramatically simplified handling dependencies in my projects on WIndows; PhysX is already ported and maintained there as...
@PierreTerdiman Thanks! In my current simulation I have ~50-60 objects being simulated (gravity + interactive forces) but don't see any performance increase when I change my CPU Dispatcher from 1...