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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /README.md | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 36 |
1 files changed, 19 insertions, 17 deletions
@@ -1,4 +1,4 @@ -Blast 1.0 +Blast 1.1 =========  @@ -42,51 +42,53 @@ In order to help the user get started quickly, however, there is a PhysX-specifi and joints. The source code for this extension, like all Blast extensions, is intended to be a reference implementation. Current blast extensions: +* ExtAssetUtils - NvBlastAsset utility functions. Add world bonds, merge assets, and transform geometric data. * ExtAuthoring - a set of geometric tools which can split a mesh hierarchically and create a Blast asset, along with collision geometry and chunk graphics meshes in a separate files. * ExtConverterLL - a data format converter for low-level assets and actor families. This simple converter uses user-defined conversion functions. * ExtImport - provides functions to import an APEX Destructible Asset to create a Blast asset. -* ExtPhysX - a physics manager using PhysX which keeps PxActors and PxJoints updated in a user-supplied PxScene. It handles impact damage (through the contact callback), includes a stress solver, and provides a listener that enables multiple clients to keep their state synchronized. -* ExtSerialization and ExtSerializationLL - serialization extensions for Tk and the low-level, which uses Cap'n Proto to provide robust serialization across different platforms. +* ExtExporter - standard mesh and collision writer tools in fbx, obj, and json formats. +* ExtPhysX - a physics manager using PhysX which keeps PxActors and PxJoints updated in a user-supplied PxScene. It handles impact damage (through the contact callback), includes a stress solver wrapper, and provides a listener that enables multiple clients to keep their state synchronized. +* ExtSerialization, ExtTkSerialization, ExtPxSerialization - serialization extensions for low-level, Tk and Px layers. Uses Cap'n Proto to provide robust serialization across different platforms. * ExtShaders - sample damage shaders to pass to both the low-level and Tk actor damage functions. +* ExtStress - a toolkit for performing stress calculations on low-evel Blast actors, using a minimal API to assign masses and apply forces. Does not use any external physics library. Documentation ------------- -See docs/api_docs/index.html for api documentation. +See [docs/api_docs/index.html](docs/api_docs/index.html) for api documentation. -See docs/source_docs/index.html for full source doxygen pages. +See [docs/source_docs/index.html](docs/source_docs/index.html) for full source doxygen pages. -See docs/release_notes.txt for changes. +See [docs/release_notes.txt](docs/release_notes.txt) for changes. Compiling --------- -For windows (VS2013 and VS2015): -* Run generate_projects_vcNNwinBB.bat, where NN = 12 or 14, and BB = 32 or 64, depending on which compiler -(vc12/vc14) you're using and which OS style (32 or 64 bit) you're targeting. This step will download all necessary -dependencies that are not already downloaded into a folder NVIDIA/packman-repo at the root of your hard drive, so +For windows (VS2015): +* Run `generate_projects_vc14winBB.bat`, where BB = 32 or 64, depending on which OS style (32 or 64 bit) you're targeting. +This step will download all necessary dependencies that are not already downloaded into a folder `NVIDIA/packman-repo` at the root of your hard drive, so this might take some time the first time one of these scripts is run (or when a dependency version changes). -* Open compiler/vcNNwinBB-cmake/BlastAll.sln. This contains all Blast windows projects, including the +* Open `compiler/vc14winBB-cmake/BlastAll.sln`. This contains all Blast windows projects, including the low-level, toolkit, extensions, tools, tests, and sample. -* If you run the sample, you should first run download_sample_resources.bat. This will load complex asset +* If you run the sample, you should first run `download_sample_resources.bat`. This will load complex asset files with nontrivial graphics meshes. Without these assets, only procedurally-generated box assets are available in the sample. For linux: -* Run generate_projects_linux.sh. This step will download all necessary dependencies that are not already -downloaded into a folder NVIDIA/packman-repo at the root of your hard drive, so this might take some time the first +* Run `generate_projects_linux.sh`. This step will download all necessary dependencies that are not already +downloaded into a folder `NVIDIA/packman-repo` at the root of your hard drive, so this might take some time the first time the script is run (or when a dependency version changes). -* Makefiles will be generated in compiler/linux64-CONFIG-gcc, where CONFIG = debug or release. +* Makefiles will be generated in `compiler/linux64-CONFIG-gcc`, where CONFIG = debug or release. These will build all Blast linux projects, including the low-level, toolkit, extensions, and tests. For PS4 and XBoxOne: -* Please visit developer.nvidia.com in order to contact NVIDIA for further information. +* Please visit https://developer.nvidia.com in order to contact NVIDIA for further information. Tools and Samples Binaries (Windows only) ----------------------------------------- Blast tools and sample executables, along with all necessary supporting libraries, are packaged in the -blast_tools_and_samples-windows.zip file. This allows someone without a development environment to use these +[blast_tools_and_samples-windows.zip](blast_tools_and_samples-windows.zip) file. This allows someone without a development environment to use these applications. Gallery |