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

with 3 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.

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.

Please Note: GRB feature is implemented in CUDA and requires SM3.0 (Kepler) or later compatible GPU

Other notable features of PhysX SDK 3.4 include:

  • general performance optimizations and improvements
  • new API to access low level contact generation and constraint solver
  • enhanced determenism mode
  • speculative CCD, which works with kinematic rigid bodies
  • sweep based suspension for vehicles

… and many more.

Full release notes are available here: PhysX SDK 3.4 Release Notes

PhysX SDK 3.4 source code can be found at http://github.com/NVIDIAGameWorks/PhysX-3.4

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

Written by Zogrim

January 13th, 2017 at 10:18 pm

Posted in PhysX SDK

Tagged with ,

3 Responses to 'Pre-release version of PhysX SDK 3.4 is now available on GitHub'

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  1. Implemented in CUDA only?
    Can’t say I didn’t expect that disappointment but why Nvidia, why? You’re not making a physics engine for the sake of a physics engine, but for the sake of GPU publicity.

    Why can’t you for once make an effort to bring feature parity to other platforms you support?
    Would it kill you to use OpenCL?

      

    Jonney Shih

    18 Jan 17 at 12:52 pm

  2. Jonney Shih:
    Implemented in CUDA only?
    Can’t say I didn’t expect that disappointment but why Nvidia, why? You’re not making a physics engine for the sake of a physics engine, but for the sake of GPU publicity.

    Why can’t you for once make an effort to bring feature parity to other platforms you support?
    Would it kill you to use OpenCL?

    You know that the CUDA compiler is open source, right? and that even AMD support it, right?

      

    Stefem

    15 Feb 17 at 7:33 pm

  3. Hi guys. Did anyone managed to compile the kapla demo? I failed.

      

    Vojtech

    20 Feb 17 at 1:48 am


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