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PhysX SDK 3.2.5 and APEX 1.2.5 are available

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For those developers who are not ready yet to switch to 3.3 branch of the PhysX engine, NVIDIA has prepared several bug-fixing releases – PhysX SDK 3.2.5, APEX SDK 1.2.5 and corresponding tools.

Update: APEX SDK 1.3 is available

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PhysX SDK 3.2.5: Release Notes

  • General
    • Fixed a bug which could cause triggers to not fire touch events after a kinematic actor moved into or out of overlap and had no target set anymore in the next simulation step.
    • Fixed crash when setting multiple materials on a shape followed by release/removal of the corresponding actor from the scene (all while the simulation is running).
  • Rigid Bodies
    • Fixed a bug that caused bodies to not respond to applied velocities or forces if the autowake parameter in those methods was set to false. This could happen for (almost) resting bodies which were close to other bodies (bounding box overlap) but did not touch them.
  • Vehicles
    • Bugs in the suspension force and tire load computation have been fixed that affected handling when the vehicle was upside down.
    • The tire load passed to the tire force computation is now clamped so that it never falls below zero.
    • PxVehicleTireLoadFilterData now requires that mMinNormalisedLoad is greater than or equal to zero.
    • PxVehicleTireLoadFilterData now has a new member variable mMinFilteredNormalisedLoad. This value describes the filtered normalised load that occurs when the normalised is less than or equal to mMinNormalisedLoad.
    • PxVehicleWheelsSimData now has a new function setMinLongSlipDenominator. This can be used to tune stability issues that can arise when the vehicle slows down in the absence of brake and drive torques.
    • A bug in the tank damping forces has now been fixed. Tanks now slow down more aggressively from engine and wheel damping forces.
    • A new section “The Vehicle Under-steers Then Over-steers” has been added to the vehicle troubleshooting guide to describe steps to avoid twitchy handling on bumpy surfaces.
    • A new section “The Vehicle Never Goes Beyond First Gear” has been added to the vehicle troubleshooting guide to describe a common scenario that occurs when the automatic gearbox is given a latency time that is shorter than the time taken to complete a gear change.
    • A new section “The Vehicle Slows Down Unnaturally” has been added to the vehicle troubleshooting guide to describe the steps that can be taken to help the vehicle slow down more smoothly.
    • The section “SI Units” in the vehicle guide has been updated to include the new functon PxVehicleWheelsSimData::setMinLongSlipDenominator.

  • Cooking
    • PxCooking skinWidth is now by default scaled with provided PxToleranceScale length. Please be aware in your code for skinWidth usage as the default value might changed.
  • Cloth
    • Fixed a crash bug in the clothing collision code appearing on iOS.
  • Particles
    • Fixed a bug which might lead to GPU particle pipeline failures on low end GPUs.
    • Enabled warning when a spatial data structure overflow occured for GPU particles (see the guide for more information).
  • Visual Tests and Samples
    • Starting with Release 302 drivers, application developers can direct the Optimus driver at runtime to use the High Performance Graphics to render any application – even those applications for which there is no existing application profile. The visual tests and samples now makes use of this feature to enable High Performance Graphics by default.
APEX SDK 1.2.5: Release Notes

  • APEX Framework
    • No new features, other than PhysX SDK 3.2.5 support.
  • APEX Destruction
    • No new features.
  • APEX Clothing
    • Fix skinning when applyTransform with scale is called, but handedness is not changed.
  • APEX Particles / Turbulence
    • Fixed ParticleIOS benefit calculation.
    • Safer handling of out-of-memory condition in IOFX.
Downloads

PhysX SDK 3.2.5 and APEX SDK 1.2.5 can be downloaded through APEX/PhysX Registered Developer Program (our registration guide).

Written by Zogrim

December 12th, 2013 at 9:14 pm

Posted in PhysX SDK, PhysX Tools

Tagged with , ,

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