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Archive for the ‘PhysX SDK’ Category

APEX SDK 1.2.3 is now available

with 10 comments

NVIDIA has released an updated version of APEX SDK.

Update: APEX SDK 1.2.4 is available

New version is compatible with latest PhysX SDK 3.2.3, and also includes a bunch of bug-fixes and some minor new features.

APEX SDK 1.2.3 – Release Notes

  • APEX Framework 1.2.3
    • NxResourceProvider is now case-insensitive by default. To get the old case-sensitive behavior, set resourceProviderIsCaseSensitive true in the NxApexSDKDesc.
    • Fixed issues with re-entrant read locks.
  • APEX Destruction 1.2.3
    • GPU rigid bodies are no longer supported on pre-Fermi hardware.
    • Added actor synchronization filtering by damage event depth and fracture event depth.
    • Added NxDestructibleActor::setDeleteFracturedChunks() to tell a destructible actor to delete its fractured chunks instead of simulating them.
    • Added NxUserDestructibleSyncHandler::onPreProcessReadBegin() and NxUserDestructibleSyncHandler::onPreProcessReadDone() callbacks.
    • Edited NxUserDestructibleSyncHandler::onReadBegin() callback. Removed NxUserDestructibleSyncHandler::onSwizzleDone() callback.
    • Added NxDestructibleActorSyncState struct. Edited NxDestructibleActor::setSyncParams() method.
    • Edited NxDestructibleActor::setHitChunkTrackingParams() method.
    • Added new NxDestructibleAssetStats: maxHullVertexCount, maxHullFaceCount, chunkWithMaxEdgeCount.
    • NxDestructibleAsset::createDestructibleActor() renamed to NxDestructibleAsset::createDestructibleActorFromDeserializedState().
    • NxDestructibleActor::getPartTM() renamed to NxDestructibleActor::getChunkTM().
    • IExplicitHierarchicalMesh::IConvexHull::reduceHull function removes vertices from a convex hull until the given limits are reached (after cooking).
    • Added both the destructible actor pointer and the chunk index to the NxApexPhysX3Interface::setContactReportFlags() callback when PhysX 3.x shapes are created.

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Written by Zogrim

March 15th, 2013 at 10:58 am

NVIDIA is continuing to be a partner for physics middleware on PlayStation 4

with 2 comments

Recent announcement of Sony’s next-generation PlayStation 4 console has revealed that the new gaming system will be equipped with custom AMD GPU, capable of GPGPU computations – for example, physics simulation. To showcase its processing power, a live demo of GPU accelerated particle simulation, running on the Havok engine, was demonstrated during the event.

Update: official press-release

Update #2: PhysX SDK and APEX – now on Xbox One

PS4 logo

An opinions began to emerge, that NVIDIA PhysX SDK engine and PhysX Technology as a whole won’t find its place in the world of next-generation consoles and, thus, will be abandoned quickly.

However, official “PlayStation 4 Tools & Middleware Developers” page says that “following middleware companies have their innovative technology solutions available right now to support PlayStation 4 developers”:

Since NVIDIA does not own any AI or Animation middleware, it is pretty clear that PhysX SDK physics engine is implied here. PhysX SDK will support PlayStation 4 and is already available for developers, as our sources, close to the industry, can confirm.

It is yet unclear, how the situation with GPU acceleration (you know, that “NVIDIA technology running on AMD hardware?!?!” stuff) will be handled on PS4 , but it is now certain – PhysX is here to stay.

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Written by Zogrim

February 22nd, 2013 at 10:42 pm

Pre-GDC 2013: APEX and PhysX Presentations overview

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Official NVIDIA page for the upcoming Game Developer Conference 2013, which will be held on March 25-29 in San-Francisco, is now online.

Current schedule reveals several presentations, dedicated to APEX and PhysX Technologies. Let’s take a look on what we can expect this year:

March 28th, West Hall, Room #2002

Post Mortem: GPU Accelerated Effects in Borderlands 2

11:15 am - 12:15 pm.

Dane Johnston, Technical Artist, NVIDIA. James Sanders, Director of Visual FX, Gearbox.

Borderlands 2 released to critical acclaim on September 18th, 2012 and showcased a wide variety of NVIDIA CUDA®-accelerated GPU effects. This session will dive into the exact effects that were featured and their benefits to the visual fidelity of the gamer experience.

Side-by-side examples of how GPU-accelerated effects are changing the gaming landscape will be demonstrated in a gaming session. Further examinations into the production process and effects creation will also be explored.

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Written by Zogrim

February 20th, 2013 at 3:46 pm

PhysX SDK was updated to version 3.2.3

with 3 comments

NVIDIA has released yet another set of bug-fixes for PhysX SDK 3.x

Update: PhysX SDK 3.2.4 is available

nvidia-physx

PhysX SDK 3.2.3 – Release Notes

  • General
    • Quaternions passed through the API are now considered valid if their magnitude is between 0.99 and 1.01.
    • Fixed crash when running out of memory on creation of a triangle mesh.
    • For applications using floating point exceptions, the SDK will now mask or avoid exceptions arising from invalid floating point operations (inexact and underflow exceptions may still be generated).
    • Fixed a bug with recursive use of the PxScene read/write lock.
    • Fixed a shutdown bug with very short lived threads on Linux platforms.
    • PhysX version number in error messages now printed in hex for easier reading.
  • Broad Phase
    • Fixed a broad phase crash bug that occurred when deleting shapes with bounds very far from the origin.

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Written by Zogrim

January 23rd, 2013 at 1:41 am

Posted in PhysX SDK

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APEX SDK was updated to version 1.2.2

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APEX SDK 1.2.2 update is now available for download.

Update: APEX SDK 1.2.3 released

New release features PhysX SDK 3.2.2 support, includes a bunch of bug-fixes and several new interesting features, like the ability to calculate static stress for destructible objects.

Updated authoring tools will follow.

APEX SDK 1.2.2 – Release Notes

  • APEX Framework 1.2.2
    • APEX requires the use of the PhysX 3.x scene multiple-reader-single-writer lock to access both APEX and PhysX scene objects when using the PxSceneFlag::eREQUIRE_RW_LOCK flag. This allows the application using APEX to access PhysX objects from multiple threads.
  • APEX Destruction 1.2.2
    • Option to include use of stress solver in destructibles. The stress solver attempts to detect and break off chunks deemed to be overly-strained.
    • Introduced a new parameter struct “StrutureSettings” in the destructible actor. Parameters that make up “StructureSettings” affect all actors’ settings structure-wide.
    • New parameters “useStressSolver”, “stressSolverTimeDelay” and “stressSolverMassThreshold” introduced for the stress solver.
    • Option to remove all T-junctions from a fractured mesh. This allows post-processing such as deformation to be applied (for example in a DCC tool).
    • Ability to control the interior materials used when fracturing selected chunks.
    • Ability to add noise to the perimeter faces of cutout chunks.
  • APEX Clothing 1.2.2
    • New ClothingMeshSkinningMap API to get mesh skinning information, so it can be done in the application.
    • New API to add collision objects to a clothing actor. This can be used to implement collision with world objects.

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Written by Zogrim

December 13th, 2012 at 1:04 pm

PhysX SDK 3.2.2 is available

with 8 comments

New version of PhysX SDK 3.x is now available. Despite of minor revision number, 3.2.2 release contains massive amount of bug-fixes and new features.

Update: PhysX SDK 3.2.3 is available

nvidia-physx

PhysX SDK 3.2.2 – Release Notes

  • General
    • Added Microsoft Windows RT (formerly known as Windows on ARM) support.
    • Suspended Sony Playstation Vita support.
    • Enabled Win64 DEBUG build to use SIMD enabled code path.
    • PxScene now exposes methods to make multithreaded sharing of scenes easier, see PxSceneFlags::eREQUIRE_RW_LOCK for details.
    • The bounce threshold velocity can be set at run-time with PxScene::setBounceThresholdVelocity. Likewise, it can be queried with PxScene::getBounceThresholdVelocity.
    • PxGeometryQuery::mtd() has been added, to compute the Minimum Translational Distance between geometry objects.
    • Fixed bug in quaternion to axis/angle routine which failed on negative w values.
    • Fixed crash when using ConvX on a PxCollection with external references.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
    • Fixed return value of Ps::atomicExchange for POSIX based platforms: Linux, Android, IOS and OSX.
  • Broad Phase
    • Fixed a broad phase crash bug.

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Written by Zogrim

October 30th, 2012 at 10:56 am

Posted in PhysX SDK

Tagged with , ,

APEX SDK 1.2.1 update is now available

without comments

NVIDIA has revealed updated APEX SDK 1.2.1, which includes several new features, like GPU Rigid Bodies support for PhysX 3.x branch, and is compatible with latest PhysX SDK 3.2.1.

Update #2: APEX SDK 1.2.2 is available.

Updated authoring tools will follow soon.

Update: PhysXLab 1.2.1 is released.

APEX SDK 1.2.1 – Release Notes

  • APEX Framework 1.2.1
    • NxApexSphereShape getRadius/setRadius use PxF32 instead of PxVec3 to represent the radius.
  • APEX Destruction 1.2.1
    • Enabled GRB support with PhysX 3.2.1.
    • Support multiple interior materials.
    • Added hard sleeping option, which turns chunk islands kinematic when they sleep. They may be turned dynamic again if enough damage is applied.
    • New sleepVelocityFrameDecayConstant parameter replaces sleepVelocitySmoothingFactor.
    • Added edge face noise in cutout mode.
    • Removed surface trace functionality (was used for old dust system).
  • APEX Clothing 1.2.1
    • Support for convex collision added to 3x clothing solver (only a total of 32 planes per clothing actor is supported).
    • Self collision parameters moved to the ClothingMaterialLibrary NxParameterized interface.
    • Fixed a Clothing Tool issue where the “Generate Tangent Space” button could generate several warning dialogs for certain older clothing assets.

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Written by Zogrim

September 20th, 2012 at 11:38 am

Welcome NVIDIA APEX 1.2: first APEX with PhysX 3 support

with 7 comments

New release of NVIDIA APEX framework is now available for public download.

Update: APEX SDK 1.2.1 is released

Update #2: APEX SDK 1.3 is available

This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.

Please note that APEX 1.2 requires corresponding authoring tools – PhysXLab 1.2 and 2.8 DCC plug-ins.

While PhysX Registered Developer Program website is still getting back on track, NVIDIA APEX SDK 1.2 can be downloaded through Developer Support Center.

If you are experiencing troubles with registration, please refer to our updated guide.

Feature Highlights

Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.

Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.

However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.

Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.

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Written by Zogrim

August 7th, 2012 at 12:44 am

Updated PhysX SDK 3.2.1 is released

without comments

NVIDIA has presented updated PhysX SDK 3.2.1, which includes many bug fixes and small improvements in comparison to initial SDK 3.2 release.

Update: PhysX SDK 3.2.2 is available

nvidia-physx

PhysX SDK 3.2.1 – Release Notes

  • General
    • Added GRB hooks for APEX 1.2.1.
    • Some incorrect usages of __restrict have been fixed.
    • A crash when the user’s code had FPU exceptions enabled has been fixed.
    • A rare crash on Win64 has been fixed.
    • Removed no longer needed RapidXML library from distribution.
    • Binary serialization can now save the names of actors and shapes.
    • Removed a RepXUtility.h reinterpret_cast compile warning that happened on some platforms.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
  • Documentation
    • Clarified documentation regarding use of eSEND_SLEEP_NOTIFIES flag.
    • Clarified documentation regarding using different CRT libraries.
    • Removed some confusing statements about meta data from the documentation.
    • Updated PsPool, PsSort so they can use the user allocator.

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Written by Zogrim

July 21st, 2012 at 4:08 pm

Posted in PhysX SDK

Tagged with , ,

PhysX SDK 3.2: final version is available

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After three rounds of beta testing, NVIDIA has finally released new PhysX SDK 3.2 for Windows, Linux, Mac OSX and Android platforms.

Update: PhysX SDK 3.2.1 is released

Update #2: PhysX SDK 3.2.2 is available

You can check full Release Notes here: PhysX SDK 3.2 Release Notes

Free binary versions of PhysX SDK 3.2 are available for download through Developer Support Center (our registration guide) or new PhysX Registered Developer Program.

Written by Zogrim

May 10th, 2012 at 12:27 pm

Posted in PhysX SDK

Tagged with ,

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