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Archive for the ‘PhysX SDK’ Category

PhysX 3.1 is ready for download, introduces public binary SDK for Android

with 20 comments

Following previosly revealed roadmap, NVIDIA has updated 3.x generation of PhysX physics engine to version 3.1

nvidia-physx

List of publicly available free binary PhysX SDKs includes SDK for Windows PC, Linux, Mac OSX and, for the first time, Android platforms.

Update: PhysX SDK 3.1.1 is available for download

Update #2: PhysX SDK 3.2 Beta released

PhysX SDK 3.1 Release Notes:

General

  • 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.

Read the rest of this entry »

Written by Zogrim

October 4th, 2011 at 6:12 pm

Posted in PhysX SDK

Tagged with , , ,

How to switch PhysX plug-ins to PhysX SDK 3.0 mode

without comments

Current developer (and probably future public) builds of DCC PhysX plug-ins have interesting feature – you can switch your simulation engine and feature set between two different PhysX SDK versions – SDK 2.8 (as in all previous plug-ins) and new SDK 3.0

However, in latest 2.61 PhysX plug-in for 3ds Max you can already enable PhysX SDK 3.0 mode, as suggested by opethism and further explained by Blake:

All you need is to add npx.UsePhysXPlugin(2) line to px_globals.ms file,

located at “\3ds Max 2012\stdplugs\stdscripts\(PhysX)“.

Final code should look like this:

fn PxInitializePlugin =
(
try ( nvpx.InitializePhysX listener )
catch ( format nvpxText.TXT_GLOBALS_WARN_NO_DLM; )
– create toolbar
nvpx.UsePhysXPlugin(2)
nvpx.CreateToolbar()
)

In this mode, one particular feature will be very usefull for PhysX developers – ability to export your scene in RepX format, currently only one serialization format supported in PhysX SDK 3.

Other than that, most simulation features are seems to be working (except for Viewer tool), but stability is not quaranteed.

Written by Zogrim

September 12th, 2011 at 8:13 pm

Posted in PhysX SDK, PhysX Tools

Tagged with , , , ,

PhysX SDK 2.8.4.6 available

with 13 comments

Despite the release of the new PhysX 3 engine, NVIDIA still continues to improve 2.x branch of PhysX SDKs – new PhysX SDK 2.8.4.6 has arrived today for PC, Xbox 360 and PS3.

nvidia-physx

Release Notes:

* Fixed a bug when vertex count is not a multiple of 4 and when NX_CLF_HARD_STRETCH_LIMITATION is enabled.

* SPU code enabled for APEX.

* Fixed SPU raycast bug.

* Other minor bugfixes for APEX.

As always, you can download PhysX SDK 2.8.4.6 via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

July 14th, 2011 at 9:57 pm

Posted in PhysX SDK

Tagged with

PhysX SDK updated to version 3.0.1

with one comment

NVIDIA has uploaded first minor bug-fix release for PhysX SDK 3PhysX SDK 3.0.1 for PC, PS3 and Xbox 360.

Update [04.10.2011]: PhysX SDK 3.1 released

Update [16.06.2011]: PhysX SDK 3.0.1 for Linux released, 32-bit libraries added, linking issues resolved.

Update [24.06.2006]: PhysX SDK 3.0.2 for PC released, with minor bugfixes.

nvidia-physx

Bug-fixes in 3.0.1 version include following:

  • removed a troublesome assert, bad character fixes and a few broken macros
  • fixed Xbox and Win32 install scripts
  • renamed zeroDataCache to invalidateChache

Documentation was also updated. In addition, official Release Notes for SDK 3.0 were included with installation package. You can view them here.

As always, you can download PhysX SDK 3.0.2 via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

June 2nd, 2011 at 8:33 am

Posted in PhysX SDK

Tagged with , , ,

PhysX SDK 3 Release Roadmap

with 5 comments

During “Tegra Game Devcon 2011” presentation at Google I/O conference, NVIDIA has revealed release plans and roadmap for PhysX SDK 3.

SDK 3.0 has been moved to a 6 month release shedule (~12 months for latest 2.8.x SDKs), and since it features now unified code base across multiple platforms, we can expect more synchronous releases of SDKs for different platforms (we can assume, some of you are still waiting for Linux version of PhysX SDK 2.8.4).

You can also notice, that iOS and Android were added as default platforms of PhysX SDK 3.0.

Source: 4Gamer.net

Written by Zogrim

May 11th, 2011 at 6:59 pm

Posted in PhysX SDK

Tagged with , , , ,

PhysX SDK 3.0 has been released !

with 27 comments

No, your eyes are not deceiving you. After three years of development, NVIDIA has released new major version of PhysX physics enginePhysX SDK 3.0.

nvidia-physx
Currently, free binary version of PhysX SDK 3.0 is available for PC only (32-bit and 64-bit, Mac and Linux versions are promised to be delivered later). SDK 3.0 can be downloaded from Developer Support Center. Follow the path: [Online Support] -> [Downloads] -> [PhysX SDK 3.0]

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Update [04.10.2011] PhysX SDK 3.1 released

Update [01.06.2011] PhysX SDK 3.0.1 available

Update [13.05.2011] Physx SDK 3.0 for Mac OSX available

Update [17.05.2011] Physx SDK 3.0 for Linux available (Ubuntu based, 64-bit)

Now, while your download is undergoing, let’s take a look on PhysX SDK 3.0 features:

PhysX SDK 2.x was originally developed as a PC only physics engine, which was subsequently ported to support gaming consoles being developed by Sony (PS3) and Microsoft (Xbox 360). The PS3 port was developed independently and has been maintained in a separate code base since its development, as have later ports to Linux and Mac OSX. The unwieldy growth during the SDK lifetime and separate code bases have added to the considerable complexity of maintaining and updating succeeding versions of the PhysX SDK at a time when faster and more compact engines are required to effectively support phones and tablets.

PhysX SDK 3.0 represents a significant rewrite of the PhysX engine.

This rewrite involved extensive changes to the API that effectively results in a new PhysX engine rather than a chart of changes based on its predecessor version.  The various platforms versions are generated from a unified code base, further differentiating it from version 2.x.  In addition to a new modular design, considerable legacy clutter has been removed. Collectively these changes have resulted in a physics SDK designed to facilitate easier ongoing maintenance, enable simpler ports to emerging gaming platforms, and the addition of new features and capabilities.

Focus on consoles and emerging gaming platforms.

PhysX SDK 3.0 was designed to be competitive on current-gen consoles and anticipates devices with even less system resources. These architectural changes include but are not limited to better overall memory management, improvements to cache efficiency, cross-platform SIMD implementations, intelligent SPU usage on PS3, multi-threading across multiple cores, and AltiVec/VMX optimizations on Xbox 360.

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Written by Zogrim

May 5th, 2011 at 7:14 pm

Posted in PhysX SDK

Tagged with , , ,

PhysX SDK in Top 5 Middleware Libraries Used

with 4 comments

Top 5 Middleware libraries - PhysX
“Game Engine Survey 2011″ article, that can be found in May 2011 Issue of Game Developer Magazine is containing some interesting information about developer’s preferences regarding middleware solutions.

91.4 % of traditional (big-budget) developers prefer to use middleware libraries, and PhysX SDK is holding #4 place – it’s the only one physics engine in this category (we were surprised that Havok was not mentioned).

Far fewer casual developers (48.6 %) are relying on middleware solutions, so unexpensive or free (but good) libraries – FMOD, open-source Bullet engine and PhysX SDK – are the most popular.

Previosly,  Game Developer Magazine has performed similar survey in Year 2009.

Written by Zogrim

May 5th, 2011 at 12:55 am

Posted in Articles, Reviews, PhysX SDK

Tagged with ,

NVIDIA APEX 1.0 Beta is now available: Details

with 13 comments

NVIDIA has uploaded last piece of APEX Framework puzzle – actual APEX SDK component. Now, it is time to take detailed overview on APEX features and structure.

UPDATE: APEX SDK 1.1 is available.

So what is NVIDIA APEX ? APEX is multi-platform scalable developement framework, designed to reduce development time and costs when creating complex physics content.

APEX addresses following typical problems:

  • Significant programmer involvement is required to take a relatively abstract PhysX-SDK and create a lot of meaningful content.

APEX provides a high-level interface to artists and content developers. This reduces the need for programmer time, adds automatic physics behavior to familiar objects, and leverages multiple low-level PhysX-SDK features with a single easy-to-use authoring interface.

  • Game physics content typically gets designed to the game’s “min-spec” system.

APEX requires each functional module to provide one or more ways to “scale the content” when running on better-than-min-spec systems, and to do this without requiring a lot of extra work from the game developer (artist or programmer, but especially programmer).

  • Game engine performance limitations.

APEX avoids many of the game engine bottlenecks by allowing the designer to identify the physics that is important to the game logic, and what can be sent directly to the renderer, bypassing the fully generic path through the game engine.

It also allows the game engine to treat an APEX asset as a single game object, even though it may actually comprise many hundreds or even thousands of low-level physics components.

Authoring tools (DCC plug-ins for 3ds Max/Maya and standalone PhysXLab app) are used create and tune physics assets (for example, destructible wall) while runtime component (APEX SDK) is responsible for deserialization, LOD, data management and interaction with game engine. Accordingly, APEX SDK must be integrated with your engine before you’ll be able to use APEX assets.

Few facts about APEX 1.0 Beta:

  • APEX is not the replacement for PhysX SDK, nor the new version of it. It is a layer that sits on top of the PhysX SDK.
  • APEX 1.0 public Beta includes Clothing and Destruction modules (and partially – Particles module).
  • APEX is free for commercial and non-commercial use.
  • All necessary documentation and tutorials are included with APEX 1.0 package.
  • APEX supports PC, PS3 and Xbox 360 (with optimizations for consoles), and but only PC version is available for public currently.
  • APEX is based on latest PhysX SDK 2.8.4 and does not require PhysX System Software installation.

How to download APEX: Follow this guide and register PhysX Developer account.

Go to [Online Support] -> [Download]

  • [APEX] -> [APEX PhysX Lab Beta] -> NVIDIA APEX PhysX Lab-1.0.100.0 for PhysXLab (APEX Destruction authoring)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Max 2.60 beta] -> NVIDIA PhysX Plug-in 3dsMax20– x– WithAPEX 2.60.– for 3ds Max PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper 3ds Max version)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Maya 2.6 beta] -> NVIDIA PhysX Plug-in Maya20– x– WithAPEX 2.60.– for Maya PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper Maya version)
  • [APEX] -> [APEX SDK Beta] -> APEXSDK-1.0.39 beta-PhysX_2.8.4.5-WIN-VC9 for APEX SDK (game engine integration)

You don't need to download PhysX SDK, or PhysX System Software, or anything else.

Now let’s see what is included in APEX 1.0 public Beta package:

Read the rest of this entry »

Written by Zogrim

March 25th, 2011 at 3:02 am

PhysX SDK 2.8.4.5 released

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NVIDIA PhysX SDK was updated to version 2.8.4.5

nvidia-physx

Since no updated release notes are avaialble, we assume that only minor bug fixes differs this release from previous one – 2.8.4.4

As always, you can download PhysX SDK 2.8.4.5 via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

March 17th, 2011 at 1:26 am

Posted in PhysX SDK

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PhysX SDK 2.8.4. for Mac OS X

without comments

NVIDIA has released a first public version of PhysX SDK for Mac OS X.

PhysX SDK for Mac OS X

Feature set is almost the same as for PhysX SDK 2.8.4 for PC, but unfortunately, Mac version is missing GPU PhysX support.

You can download PhysX SDK 2.8.4 for Mac OS X via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Written by Zogrim

November 12th, 2010 at 8:25 pm

Posted in PhysX SDK

Tagged with ,

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