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Archive for the ‘PhysX SDK’ Category

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

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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

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APEX SDK 1.2.1 update is now available

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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

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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

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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

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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 ,

GameWorks Developer Program: easier way to access PhysX SDK, DCC Tools and APEX

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NVIDIA is about to meet the wishes of developer community with more friendly way to take advantage of PhysX SDK and APEX ToolsGameWorks Developer Program.

April 2014: Guide was updated to correspond with the new GameWorks Program

In comparison to previous account registration process, Developer Program features automated account approval (matter of minutes, not days) and simplified downloads structure (easier to find demanded files).

IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE

Step 1. Go to NVIDIA Developer Zone and click “Register Now” (upper right corner)

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Written by Zogrim

April 24th, 2012 at 12:47 pm

Technology behind PhysX 3 cloth solver

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If you are watching over PhysX SDK 3 development process, you may now that all-purpose cloth simulation engine, which can be found in SDK 2.x,  was replaced by new specialized PxCloth clothing solver in SDK 3.

Tech talk called “Character Clothing in PhysX 3“, presented by Tae-Yong Kim at SIGGRAPH ASIA 2011, provides in-depth overview of algorithms behind new clothing engine and its features.

Main features of new the solution are:

  • Improved performance.
  • Better artist control over bending and shearing of the cloth.
  • Better handling of high-energy motion.
  • Tapered capsules for better character representation.
  • Other pleasing features like virtual particles (for increased collision resolution), CCD or particles mass scaling.

We are expecting PxCloth solver to become one of the major features of APEX Clothing 1.2 module, that is supposed to be released in upcoming months.

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Written by Zogrim

April 6th, 2012 at 11:14 pm

Posted in PhysX SDK

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Post-GDC 2012: NVIDIA APEX is going to be integrated into Unity engine

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Remaining presentations from GDC 2012 are now available at GDC Vault.

Particularly interesting detail was revealed during “Mastering DX11 with Unity” (PDF) talk – NVIDIA APEX framework will be added to popular Unity game engine, which is currently using modified PhysX SDK 2.8.3 as physics engine.

A short demo (bus smashing through propane shop) of basic APEX Destruction module usage was presented, followed by promises to expand integration on other APEX modules in the future.

Next presentation, “Enhancing Games with Clothing and Destruction” is absolutely indentical to Game Technology Theather talk of the same name, we have reviewed it earlier.

Finally, it is worth to check a “Solving Rigid Body Contacts” tutorial from Richard Tonge, however, it is a bit technical.

Written by Zogrim

April 4th, 2012 at 9:16 pm

GDC 2012: dynamic, not pre-fractured PhysX destruction in real time

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More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration, are now available.

Update: new technical demo from GDC 2013

In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.

To simulate the massive amount of rigid bodies we use GRBs – GPU accelerated rigid boides.

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Written by Zogrim

March 9th, 2012 at 5:57 pm

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