Let me create this thread to talk about general Gideros 3D stuff.
I will start with the currently supported 3D formats:
- you can import .obj
- you can import .glb
- you can import fbx (with or without animations) through
fbxconv.
All the above supported formats work on all os: android, windows, html5?, cannot tell for other os but should work fine according to forum feedback

There is although a catch with .glb:-
glb files with embedded image textures ONLY work on desktopsI am working on it DONE, see post below
Comments
There is the updated 3d-anim sample https://github.com/mokalux/GIDEROS_LUAU_SAMPLES/tree/main/3D-Anim
@hito9 could you please check if it is working now for linux
PS: I learnt a bit more about Gideros Buffer https://wiki.gideros.rocks/index.php/Buffer + I updated the wiki https://wiki.gideros.rocks/index.php/File_system as I could understand it
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I got 3d-Anim working on my old samsung S5
PS: reactPhysics3D crashes on me on android
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EDIT: FYI here is the debug log for reactphysics3d
2022-03-23 09:42:43.586 5462-5495/? A/libc: Fatal signal 7 (SIGBUS), code 1 (BUS_ADRALN), fault addr 0xc3c8f4ae in tid 5495 (GLThread 3155), pid 5462 (deros.myplayer2)
2022-03-23 09:42:43.642 5534-5534/? E/crash_dump32: unknown process state: t
2022-03-23 09:42:43.701 5534-5534/? A/DEBUG: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
...
2022-03-23 09:42:43.703 5534-5534/? A/DEBUG: pid: 5462, tid: 5495, name: GLThread 3155 >>> com.gideros.myplayer2 2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #00 pc 0007f1b8 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/libreactphysics3d.so (reactphysics3d::Set, std::__ndk1::equal_to>::add(reactphysics3d::PhysicsWorld* const&)+376) (BuildId: 27861399df68658ff5a6bef14ee8cf8e4ba316a5)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #01 pc 0007f010 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/libreactphysics3d.so (reactphysics3d::PhysicsCommon::createPhysicsWorld(reactphysics3d::PhysicsWorld::WorldSettings const&)+84) (BuildId: 27861399df68658ff5a6bef14ee8cf8e4ba316a5)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #02 pc 0002d000 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/libreactphysics3d.so (BuildId: 27861399df68658ff5a6bef14ee8cf8e4ba316a5)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #03 pc 0004f608 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/liblua.so (BuildId: 3ee4fcbdd4478ca757e431b177f16d920dfcc349)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #04 pc 0002c520 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/liblua.so (BuildId: 3ee4fcbdd4478ca757e431b177f16d920dfcc349)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #05 pc 00023ec4 /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/liblua.so (lua_call+36) (BuildId: 3ee4fcbdd4478ca757e431b177f16d920dfcc349)
2022-03-23 09:42:43.946 5534-5534/? A/DEBUG: #06 pc 001483dd /data/app/com.gideros.myplayer2-rKjp2Uokf6LbMgpBUHDttQ==/lib/arm/libgideros.so (BuildId: db5e5e7af1c5709e2476d1cd2a2a1740c01f3421)
I will see what I can get out of this.
FYI: r3d doesn't work on html5 as well
Before I could write this:
When I try various collision detection (testCollision, testAABBOverlap, testOverlap) I have errors like these:
scenes/levelX.lua:53: attempt to index nil with 'player1'
stack traceback:
scenes/levelX.lua:53: in function player1CollisionCallBack
scenes/levelX.lua:134: in function onEnterFramehttps://github.com/mokalux/GIDEROS_LUAU_SAMPLES/blob/21b0fea1097ccc02aecc16ea9e7416aa4a72d1a5/R3D_TypeTH/assets/scenes/levelX.lua#L134
...
I have a sample project on GH if somebody is willing to have a look: https://github.com/mokalux/GIDEROS_LUAU_SAMPLES/tree/main/R3D_TypeTH
Thank you
How can we use https://wiki.gideros.rocks/index.php/R3d.World:setEventListener ?
From reactbinder.cpp there is:
Uploading finished.
main.lua:88: Failed to step world, something is not set up correctly
Anybody
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PS: I tried figuring it out myself but too little experience with c++
Sorry to bother guys
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It demonstrates quite a few steps:
- r3d.Fixture:setMaterial(material)
- destroybody
- move body with arrow keys
It is the same as current 3d collision, so we could also change it with this new demo? What do you think?
When you switch from menu to level the models data are kept in memory and the memory will add up every time you switch from menu to level.
The issue seems to be related to D3Anim, D3, G3DFormat not being freed (even when I nil the models before going to the menu scene)
Do you know how I could prevent the memory leaks, what are the biggest values (tables) that could be nilled?
I have a test file attached.
Thank you for any help