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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 HairWorks 1.2 source code is now available on GitHub

with one comment

As promised, NVIDIA is opening source code for selected GameWorks modules.

Source code for HairWorks, a complete solution for simulation and rendering of realistic fur and hair, has recently made it to GitHub.

HairWorks 1.2 Alpha : Release Notes

  • Api consistency and style improvements
  • Samples use a native sample framework
  • Support for rendering to a cube-map
  • Fully customizable serialization (implementations for memory and file system)
  • Small bug fixes and improvements
  • HairWorks source code branch can be accessed at http://github.com/NVIDIAGameWorks/HairWorks.

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

    Written by Zogrim

    March 23rd, 2016 at 11:21 am

    NVIDIA FLEX SDK 1.0 released

    without comments

    NVIDIA has just released a new version of the FLEX universal particle solver.

    nvidia-physx

    NVIDIA FLEX SDK 1.0.0: Release Notes

  • Added support for reporting collision shape ids, and trigger volume shapes, see flexGetContacts()
  • Optimizations to host code performance
  • Fix for potential memory leak in SDF object destruction
  • Fix for potentially missed collisions during convex shape CCD
  • Fix for incorrect bounds computation during flexSetShapes() (if not specified by user)
  • Fix for initial shape translations being incorrect when using a transform with flexExtCreateInstance()
  • Move flexExt.h header to the /include folder
  • FLEX SDK 1.0 can be downloaded at GameWorks Download Center (registration guide).

    Written by Zogrim

    March 18th, 2016 at 11:24 am

    Posted in GameWorks, PhysX Middleware, PhysX Tools

    Tagged with

    GDC 2016: PhysX GPU Rigid Body and NVIDIA Flow

    with 14 comments

    At Game Developer Conference 2016 (GDC), NVIDIA has announced the GameWorks 3.1 development kit, which introduces several new physics simulation solutions – PhysX GRB and NVIDIA Flow. Let’s take a look at them more closely:

    PhysX GRB

    PhysX GRB is the new GPU accelerated Rigid Body simulation pipeline. It is based on heavily modified branch of PhysX SDK 3.4, but has all the features of the standard SDK and almost identical API. PhysX GRB is currently utilizing CUDA and requires NVIDIA card for GPU acceleration.

    Unlike previous implementations, PhysX GRB is featuring hybrid CPU/GPU rigid body solver, and the simulation can be executed either on CPU or GPU with almost no difference in behavior, supported object types or features (GPU articulations are not implemented yet, however).

    GRB provides GPU accelerated broad phase, contact generation, constraint solver and body/shape management. In addition, it introduces new implementations of island management and pair management that have been optimized to tolerate the order of magnitude more complex scenes that can be simulated on GPU compared to CPU. New mechanisms to parallelize event notification callbacks and a new feature to lazily update scene query asynchronously are also provided.

    Read the rest of this entry »

    Written by Zogrim

    March 17th, 2016 at 3:07 am

    Fallout 4 beta patch adds Nvidia FLEX based particle debris effects

    without comments

    Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.

    (You can also find some comparison videos on YouTube – Link 1, Link 2)

    More intersting, said effects are completely based on the new NVIDIA FLEX solver, and are not using any portions of PhysX SDK, like many other GPU PhysX games.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2016 at 6:32 pm

    Posted in GameWorks, PhysX Games

    Tagged with , , ,

    Physics Engine Evaluation Lab (PEEL) is released

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    Pieere Terdiman has announced the release of Physics Engine Evaluation Lab or PEEL – a handy tool (previously only used internally by PhysX team), that can be utilized to test performance, identify bottlenecks and determine simulation bugs of a physics engine in a number of specific use cases, thus providing a basis for further optimization and improvements.

    Update: PEEL source code is now available on GitHub

    We have used PEEL previously to prepare articles “Multithreaded performance scaling in PhysX SDK” and “The Evolution of PhysX SDK, performance-wise“.

    PEEL 1.0 release is available for free with source code included, and features a default integration of various physics engines (Newton 3.13/3.9, Bullet 2.79/2.81/2.82, PhysX 2.8.4, a number of PhysX 3.x releases, even an early PhysX 3.4 branch) and collision libraries (OpCode 1/2).

    Written by Zogrim

    April 4th, 2015 at 9:55 pm

    Posted in PhysX Tools

    Tagged with , , ,

    Preliminary PhysX FleX integration into Unreal Engine 4 is available

    with 30 comments

    NVIDIA FleX is the new GPU accelerated particle-based simulation library. The core idea of FleX is that every object is represented as a system of particles connected by constraints. Such unified representation allows efficient modeling of many different materials and natural interaction between elements of different types, for example, two-way coupling between rigid bodies and fluids.

    Update: FLEX SDK 0.8 can now be downloaded through GameWorks Download Center

    Interested developers may be pleased to hear that NVIDIA has already completed basic integration of FleX solver into Unreal Engine 4, and it can be freely obtained with one specific UE4 source code branch at GitHub.

    Standalone FleX SDK and sample demo executable (as showcased below) are also included in the package.

    To get access to the UE4 source code branch with FleX integration few steps are required:

    Read the rest of this entry »

    Written by Zogrim

    March 14th, 2015 at 5:46 pm

    Posted in Engines and Wrappers, PhysX SDK

    Tagged with ,

    PhysX SDK 3.3 source code is now available for free

    with 3 comments

    Quite astonishing news are coming from Game Developers Conference 2015 – NVIDIA has just announced that latest PhysX SDK 3.3 is now available for free with full source code for Windows, Linux, OS X and Android. Source code release of APEX Destruction and APEX Clothing modules is also planned.

    Update: iOS source now added !

    Previously, only binary distrubutions of PhysX SDK were available for free for commercial (Windows PC) and non-commercial (Linux, OS X, Android) use. PhysX engine for consoles if still subject of paid licensing.

    This desicion will certanly help to push PhysX’s already wide adoption among developers even further and put an additional stress on competitive solutions.

    Full instruction on PhysX SDK source code access can be found here.

    Update: Latest source code branch is located here – github.com/NVIDIAGameWorks/PhysX-3.3

    Written by Zogrim

    March 4th, 2015 at 11:11 pm

    Posted in PhysX SDK

    Tagged with , , ,

    New PhysX plug-ins offer support for 3ds Max and Maya 2015

    with 2 comments

    As part of .2 update of PhysX SDK and APEX toolset, NVIDIA has released new 3.0.2 version of the PhysX DCC plug-ins for 3ds Max and Maya.

    nvidia-physx

    Among other changes and bug-fixes, plug-ins are also supporting 3ds Max 2015 and Maya 2015.

    PhysX Plug-in 3.0.2 for 3ds Max: Release Notes

  • New Features
    • Upgrade to APEX 1.3.2 and PhysX 3.3.2
    • Destruction supports Neighbor Padding.
    • Destruction supports Connect Chunks.
  • Fixes
    • Improve Destruction performance.
    • Fix Parature Ticket: Paint Mode – Ignore Backface not workin in Orthographic View.
    • Fix DE9855 by not exporting chunks with zero volume.
    • Fix a crash when there are more than 12 simulation sets.
    • Fix: Apex Clothing paint crash.
    • Fix Parature Ticket: PhysXModRBInterface, how do one access concave/composite shape type meshes.
    • Fix Parature Ticket: How to make it work with concave physical shape.
    • Destruction – Fix the crash when children nodes have less texture than parent chunk.
    • Fix Bug #10117: Max crashes when adding child chunks to a destructible.
    • Fix Bug #10063: Export panel allows export with no options selected.
    • Fix a crash with invalid nodes when reading clothing type collision shape.
    • Read the rest of this entry »

  • Written by Zogrim

    November 2nd, 2014 at 9:49 pm

    Posted in PhysX Tools

    Tagged with , ,

    APEX SDK 1.3.2 is available

    with 4 comments

    Following the PhysX SDK 3.3.2 release, updated APEX SDK 1.3.2 is available for download.

    Update March 2015: Bug-fixing APEX SDK 3.3.3 release is available.

    Despite the minor version number, APEX 1.3.2 includes numerous additions to Destruction and Particles modules.

    APEX SDK 1.3.2: Release Notes

    APEX Framework 1.3.2

  • General:
    • Added NVTX profiling support for non-release builds. Traces can be captured using Parallel Nsight Analysis Tools. NVTX is supported only for Windows and Android.
  • Optimizations:
    • Added ability to change render resource lock behavior or disable locking altogether, to improve performance. The setting is per module. See NxModule::setRenderLockMode and NxApexRenderLockMode.
    • Added ability to disable potentially expensive stat collection if it’s not needed. See NxApexSDK::setEnableApexStats.
  • Fixes:
    • Fixed crash if application creates APEX SDK after already connecting to PVD.
  • Read the rest of this entry »

    Written by Zogrim

    October 17th, 2014 at 4:03 pm

    Posted in PhysX SDK, PhysX Tools

    Tagged with ,

    PhysX SDK 3.3.2 arrives, adds GPU acceleration support on Linux

    with 3 comments

    New PhysX SDK 3.3.2 release is available for download.

    Update March 2015: Bug-fixing PhysX SDK 3.3.3 release is available. Release Notes.

    Windows, Linux, OS X, Android and iOS builds are now available for free with source code.

    nvidia-physx

    Among various bug-fixes, this version also features support for GPU acceleration on Linux platform (CUDA-capable devices only) and reworked documentation.

    PhysX SDK 3.3.2: Release Notes

    GENERAL

  • Added:
    • The PhysXCommon/64.dll, nvcuda.dll and PhysXUpdateLoader/64.dll are loaded and checked for the NVIDIA Corporation digital signature. The signature is expected on all NVIDIA Corporation provided dlls. The application will exit if the signature check fails.
    • Added the PxDefaultBufferedProfiler extension for simplified SDK profile events extraction.
    • PxSceneDesc::sanityBounds allows a bounding box to be set for validating the position coordinates of inserted or updated rigid actors and articulations.
    • Linux: Now supports GPU PhysX.
    • Added set/getRunProfiled() for PxDefaultCpuDispatcher to control profiling at task level.
    • Android: Support for x86 based devices was added.
    • PxProfileEventHandler::durationToNanoseconds() added. Translates event duration in timestamp (cycles) into nanoseconds.
    • Added SnippetProfileZone to show how to retrieve profiling information.
    • Added SnippetCustomJoint to better illustrate custom joint implementation, and removed SnippetExtension.
    • Added SnippetStepper to demonstrate kinematic updates while substepping with tasks.
  • Fixed:
    • Significant revision of the user’s guide. Both structure and most content have been modified.
    • PxTask::runProfiled() now takes threadId as a parameter.
    • The static pruner now issues a performance warning in debug and checked configurations when a tree rebuild occurs and the tree is not empty.
    • PxSceneDesc::staticStructure now defaults to PxPruningStructure::eDYNAMIC_AABB_TREE.
    • Linux: Switched to shared libraries.
    • Profile zone event names changed to match function calls.
    • Overlapping read/write errors will now issue a PxErrorCode::eINVALID_OPERATION rather than PxErrorCode::eDEBUG_INFO.
    • Improved SnippetToleranceScale to better demonstrate the intended use case.
    • Increased 126 characters limit for warnings on unix platforms, 1k limit on all platforms.
    • PhysXCommon dll load within PhysX dll now respects dll name. Please see the manual’s PhysXCommon DLL load section.
    • Fixed search function of user’s guide.
    • Foundation math classes now have in-place arithmetic operators (+= etc).
  • Deprecated:
    • Indexing operators taking signed integers in PxVec3, PxVec4, PxMat33, PxMat44, PxStrideIterator have been deprecated.
  • Read the rest of this entry »

    Written by Zogrim

    October 11th, 2014 at 4:13 pm

    Posted in PhysX SDK

    Tagged with , , ,

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