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PhysX SDK 3.3 source code is now available for free

PhysX SDK 3.3 source code is now available for free

Free source code access for Windows, Linux, OS X and Android.

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Introducing NVIDIA HairWorks: fur and hair simulation solution

Introducing NVIDIA HairWorks: fur and hair simulation solution

Real-time simulation and rendering of realistic hair and fur

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Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver

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The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet

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NVIDIA announces PhysX SDK 4.0, makes engine open-source under BSD-3 license

with one comment

NVIDIA has revealed a new PhysX SDK 4.0 version of the PhysX engine, which incorporates numerous improvements in simulation stability and accuracy (as hinted previously at GDC 2018).

New features include:

  • Temporal Gauss-Seidel Solver (TGS), which makes machinery, characters/ragdolls, and anything else that is jointed or articulated much more robust. TGS dynamically re-computes constraints with each iteration, based on bodies’ relative motion.
  • Overall stability has been improved with reduced coordinate articulations and joint improvements.
  • Increased scalability via new filtering rules for kinematics and statics.
  • New Bounding Volume Hierarchies support fast scene queries for actors with a huge number of shapes.
  • Infrastructure can now incorporate Cmake projects.
  • In addition, both new PhysX SDK 4.0 (starting December 20) and current PhysX SDK 3.4 (starting today) are now available as open-source under 3-Clause BSD license.

    (Please note that BSD-3 licensed platforms include Windows, Linux, Mac OS X, iOS and Android, but not Xbox One, PS4 and Switch).

    PhysX SDK 3.4 source code as available at github.com/NVIDIAGameWorks/PhysX-3.4

    Written by Zogrim

    December 3rd, 2018 at 8:03 pm

    NVIDIA releases FleX plug-in for Unity

    without comments

    NVIDIA has finally released beta version of the official FleX plug-in for the Unity engine.

    FleX plug-in is available free of charge at Unity Asset Store.

    NVIDIA FleX is a unified particle-based simulation library which can efficiently simulate variety of objects and materials, such as rigids, fluids, cloth and softbodies.

    Latest version of FleX supports GPU acceleration through DX12 and CUDA, and will work on both NVIDIA and AMD GPUs.

    Written by Zogrim

    July 20th, 2018 at 7:08 pm

    Posted in GameWorks, PhysX Tools

    Tagged with , ,

    GDC 2018: new PhysX SDK will focus on simulation accuracy

    with 2 comments

    As announced at GDC 2018 talk “Nvidia GameWorks: New Simulation Features” (which you can view at GDC Vault now) PhysX SDK team is planning to shift the development focus from reaching maximum performance to increasing quality of the simulation, to better comprehend use cases such as robotic simulation and VR games.

    Common problems, that one can face with current PhysX rigid body solver (and other game oriented physics engines in general) include innacurate simulation of complex jointed objects, erratic interactions between objects with high mass difference and instability of small scale simulations.

    Read the rest of this entry »

    Written by Zogrim

    March 31st, 2018 at 11:19 am

    Posted in PhysX SDK

    Tagged with , , ,

    NVIDIA FleX 1.2.0 is released

    without comments

    NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.

    New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.

    NVIDIA FLEX SDK 1.2.0: Release Notes

  • Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
  • Improved Linux support, removed GLUT/GLEW dependencies
  • New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
  • New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
  • New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
  • New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
  • New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
  • New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
  • Read the rest of this entry »

    Written by Zogrim

    March 19th, 2018 at 8:02 pm

    Posted in GameWorks

    Tagged with ,

    NvCloth source code is available as well

    with 2 comments

    Alongside with Blast 1.0 release, NVIDIA has revealed NvCloth – a new cloth simulation solution, that is intended to replace the APEX Clothing module.

    NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.

    Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.

    NvCloth 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/NvCloth.

    Please Note that you’ll require an approved GitHub account, as described here.

    Written by Zogrim

    March 11th, 2017 at 11:10 pm

    Posted in GameWorks

    Tagged with , ,

    NVIDIA Blast source code released

    with one comment

    Fulls source code of NVIDIA Blast, new destruction simulation module, is now available on GitHub.

    Redesigned from the ground up, Blast is a replacement for the APEX Destruction module, focused on providing better performance, scalability and flexibility. While featuring default PhysX SDK integration, Blast can be used with any physics simulation solution.

    More info on NVIDIA Blast 1.0 release is available here.

    Blast 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/Blast.

    Please Note that you’ll require an approved GitHub account, as described here.

    Written by Zogrim

    March 10th, 2017 at 7:32 pm

    Posted in GameWorks

    Tagged with ,

    Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

    with one comment

    According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

    This video segment is narrated as follows:

    When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

    As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

    Written by Zogrim

    March 1st, 2017 at 11:05 pm

    Posted in GameWorks, PhysX Games

    Tagged with ,

    NVIDIA FLEX SDK 1.1 is available for download

    with one comment

    NVIDIA has revealed latest version of the unified simulation solver – FLEX.

    Update: official announcement from NVIDIA

    Update #2: FleX 1.2.0 is available

    Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.

    NVIDIA FLEX SDK 1.1.0: Release Notes

  • New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
  • Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
  • Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
  • Add support to querying compute device, see NvFlexGetDeviceName()
  • Add support for flushing compute queue, see NvFlexFlush()
  • Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
  • Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
  • Add support for CUDA 8.0.44
  • Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 8:28 pm

    Posted in GameWorks

    Tagged with ,

    GDC 2017: NVIDIA Gameworks goes DX12 and more !

    with 3 comments

    Quite an interesting beginning of GDC 2017NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.

    Let’s take a closer look.

    FleX & Flow

    NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

    This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.

    Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 10:04 am

    Pre-release version of PhysX SDK 3.4 is now available on GitHub

    with 4 comments

    NVIDIA has finally released first public version of the newest PhysX SDK 3.4 (and corresponding APEX 1.4). Please mind the pre-release status, final SDK should be available end of February 2017.

    [Update - March 01 2017]: Final release of PhysX SDK 3.4 is now released on GitHub

    One of the biggest features of the SDK 3.4 is the introduction of the GPU accelerated rigid body feature (GRB). It supports the entire rigid body pipeline feature-set (except for articulations). The state of GPU rigid bodies can be modified and queried using the exact same API as used for CPU rigid bodies. GPU rigid bodies can interact with clothing and particles in the same way that CPU rigid bodies can and can easily be used in conjunction with character controllers and vehicles.

    Leveraging computing capabilities of a graphic processor, GPU accelerated rigid bodies can provide significant performance advantages over CPU simulation in scenes with several thousand active rigid bodies.

    Read the rest of this entry »

    Written by Zogrim

    January 13th, 2017 at 10:18 pm

    Posted in PhysX SDK

    Tagged with ,

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