List of publicly available free binary PhysX SDKs includes SDK for Windows PC, Linux, Mac OSX and, for the first time, Android platforms.
Update #2: PhysX SDK 3.2 Beta released
PhysX SDK 3.1 Release Notes:
- VC10 support has been introduced.
- VC8 support has been discontinued.
- Upgraded GPU tech to CUDA 4.
- Various improvements to Foundation and classes shared with APEX.
- Extensions, Character Controller and Vehicle source code made available in binary distribution.
- Namespaces cleaned up.
- Cleaned up a large number of warnings at C++ warning level 4, and set SDK to compile with warnings as errors.
- No longer passing NULL pointers to user allocator to deallocate.
- Added x86,x64 suffix to PxTaskCUDA.dll
- Removed boolean return value from PxScene::addActor(…), and similar API calls.
- Removed individual sample executables in favor of SampleAllInOne from PC and console builds.
- Fixed alpha blending in samples.
- Simplified some code in samples.
- Improved ambient lighting in samples.
- Made samples work with older graphics cards.
- Renamed some XBOX 360 specific files and folders.
- Improved and added more content the user’s guide.
- A new solution for simulating cloth and clothing.
New PxCloth cloth solver in SDK 3.1 is a rewrite of the PhysX 2.x deformables, oriented on clothing simulation. It is promised to offer better performance (especially on consoles) and cloth behaviour, but at this point lacks several features, like softbodies, tearing, pressure and collision with regular rigid bodies (special “conic capsules” are provided instead).
However, as we were told, missing options will be added in future iterations of PhysX 3 cloth solver.
- Deformables are deprecated and will be removed in the next release.
- Rigid Body: High performance alternative convex narrow phase code available to source licensees. See PERSISTENT_CONTACT_MANIFOLD in the code.
- Significant advancements in the continuous collision detection algorithm.
- A large number of misc. bug fixes and optimizations.
- Added support for vehicles with more than one chassis shape.
- Fixed swapped wheel graphs in sample vehicle.
- Fixed a crash bug in the tire model.
- Optimizations and robustness improvements for articulations.
- Added sleep code for articulations.
- Solver iteration count for articulations.
- Articulation limit padding configurable.
- Fixed crashing of single link articulations.
- Added articulation documentation.
- The reference count of meshes does now take the application’s reference into acount as well and thus has increased by 1 (it used to count the number of objects referencing the mesh only). Note that a mesh does only get destroyed and removed from the list of meshes once the reference count reaches 0.
- Constraint solver optimizations.
- Removed the angular velocity term in the joint positional drive error formula.
- Fixed D6 joint linear limits being uninitialized.
- Expanded manual sections on joints.
- Improved behavior of character controller on steep slopes.
- Binary serialization now saves names.
- Added reference doc for PxSerializable.
- Fixed bug related to removing elements of an aggregate.
- Fixed bug in capsule sweep versus mesh.
- Improved reference doc for PxSceneQueryHitType.
- Fixed autowake parameter sometimes being ignored.
- Fixed some slow moving bodies falling asleep in midair.
- Fixed missing collisions after a call to resetFiltering.
- Fixed broken autowake option in setAngularVelocity.
- Added some helper code to the API.
- Removed some descriptors from API.
- Improved documentation and error messages associated with running out of narrow phase buffer blocks.
- Particle index allocation removed from SDK. Added index allocation pool to extensions.
- Replaced GPU specific side band API PxPhysicsGpu and PxPhysics::getPhysicsGpu() with PxParticleGpu.
- Memory optimizations on all platforms and options to reduce memory usage according to use case with new per particle system flags:
- Fixed rare crash appearing with multi-threaded non-GPU particle systems and rigid bodies.
- Fixed particles leaking through triangle mesh geometry on GPU.
- Fixed fast particles tunneling through scene geometry in some cases.
- Fixed erroneous collision of particles with teleporting rigid shapes (setGlobalPose).
- Fixed particle sample behavior with some older GPU models.
- Fixed a GPU particle crash bug.
PhysX SDK 3.1 is available for download at Developer Support Center.
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