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Archive for the ‘PhysX SDK’ Category

Pre-GDC 2012: PhysX and APEX presentations overview

without comments

NVIDIA has revealed presentations schedule for Game Developers Conference 2012 (GDC 2012), taking place on March 5-9 in San Francisco.

As usually, certain talks will be demonstrating latest advances in PhysX and APEX technologies. Let’s take a look:

March 7th, Booth #1424

3dsMax with MassFX

11:00am - 12:00pm. Chris Murray, Autodesk

Autodesk’s implementation of MassFX within 3dsMax will show you just how easy the workflow is for rigid body dynamics and how versatile to the tool can be. Additionally, Autodesk will be giving a technology preview of some aspects of MassFX currently being experimented with in 3dsMax.

IKinema IK for Combining Physics and Animation in Maya

2:00pm - 3:00pm. Alexandre Pechev, IKinema

IKinema is a production-proven solution for animating with inverse kinematics (IK) in Maya. Come see how we combine IKinema IK with NVIDIA’s PhysX Plugin for Maya to produce animations that can capture a character’s intent and physical simulation at with an improved speed and accuracy over handmade animations. Dressing the character with APEX Clothing can add even more dramatic physical effects and secondary motion to your film or game.

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Written by Zogrim

February 13th, 2012 at 10:35 pm

First Beta of PhysX SDK 3.2 is released

with 14 comments

NVIDIA has revealed PhysX SDK 3.2 Beta-1, thus providing early public access to next general release of PhysX 3, enhanced with many features and improvements – as a Christmas present, we suppose.

Update [25.01.2012]: PhysX SDK 3.2 Beta-2 is available

Update #2 [20.03.2012]: SDK 3.2 Beta-3 is released

Update #3 [10.05.2012]: Final release is available

Binary SDKs are available for Windows PC, Linux, Mac OSX and Android platforms.

PhysX SDK 3.2 Beta-1/Beta-2/Beta-3 can be downloaded at Developer Support Center.

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

PhysX SDK 3.2 Beta-1/Beta-2/Beta-3 Release Notes:

General:

  • Three new sample applications: SampleCharacterCloth (character with cloth cape and cloth flags), SampleBridges (character controller walking on dynamic bridges and moving platforms), SampleGravity (character controller with arbitrary up vector).
  • On Windows, the PxFoundation instance is now a process wide singleton and part of the new PhysX3Common.dll library.
  • PxCreatePhysics() does not create a PxFoundation instance any longer. The PxFoundation instance has to be created in advance through PxCreateFoundation().
  • Calls to PxCreatePhysics() are not valid anymore if a PxPhysics instance already exists.
  • If profiling information should be sent to the PhysX Visual Debugger, a PxProfileZoneManager instance has to be provided when creating the PxPhysics instance.
  • The version number constant PX_PUBLIC_FOUNDATION_VERSION has been replaced with PX_PHYSICS_VERSION. Both PxFoundation and PxPhysics use the same version number now.
  • The API now distinguishes between input and output stream types.
  • Added mechanism to reduce code size by not linking optional components. See PxCreateBasePhysics() and the PxRegister*() functions.
  • Added getConcreteTypeName() to API classes to provide run time type information.
  • Added PxScene::getTimestamp() to retrieve the simulation counter.
  • PxGetFoundation has been moved to PxGetFoundation.h
  • Changed the functions PxPhysics::releaseUserReferences(), releaseCollection(), addCollection() and releaseCollected() to now take a reference rather than a pointer.
  • The signature of PxCreatePhysics has changed: The Foundation SDK instance must be passed in explicitly. One can also hook profiling information by passing a PxProfileZoneManager.
  • [Beta-3] Contact data block allocation now provides statistics on usage and max usage.
  • [Beta-3] On all platforms except PS3, contact data blocks can be progressively allocated.
  • [Beta-3] Changed the functions PxPhysics::releaseUserReferences(), releaseCollection(), addCollection() and releaseCollected() to now take a reference rather than a pointer.
  • [Beta-3] Default implementations of memory and file streams added in PxDefaultStreams.h
  • [Beta-3] Renamed PxPhysics::getMetaData() to ::PxGetSDKMetaData().
  • [Beta-2] Platform conversion for serialized data has been moved from the ConvX command line tool to the PxBinaryConverter interface in the cooking library.
  • [Beta-2] Documentation has been updated.
  • [Beta-3] Added migration guide page from 3.1 to 3.2 to user’s guide.
  • [Beta-2] Samples have been updated.
  • [Beta-2] Various bug fixes.

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Written by Zogrim

December 23rd, 2011 at 2:01 am

Posted in PhysX SDK

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Updated PhysX SDK 3.1.1 is available

with one comment

Updated PhysX 3.1.1, which adresses many issues found in SDK 3.1.0, is now available for download.

nvidia-physx

Update [11.01.2012]: PhysX SDK 3.1.2 available

  • Fixed wrong write/read clash checks.
  • Removed some compiler warnings from public header files.
  • Fixed PxScene::getActors() returning wrong actors when a start index is specified.
  • Fixed broken joint projection in connection with kinematics.
  • Fixed inaccurate normals returned from height field scene queries.
  • Fixed a crash when the geometry of a shape changes and then the actor gets removed from the scene while the simulation is running.
  • Fixed a crash when re-adding scene-query shape actors to scene.
  • Fixed crash bug in particle simulation code on GPU.
  • Fixed a crash when GPU fabrics are shared between cloths.
  • Fixed a hang in cloth fiber cooker when handed non-manifold geometry.
  • Fixed SampleVehicle doing an invalid write.
  • Fixed SampleVehicle jitter in profile build.

PhysX SDK 3.1.1 Release Notes:

General

  • Ported samples to Linux.
  • Fixed crash bug in ConvX.
  • Fixed crash bug in the allocator code of PXC_NP_MEM_BLOCK_EXTENSIBLE.
  • Fixed crash bug when connected to PVD on various platforms.
  • Fixed bogus asserts due to overly strict validation of quaternions.
  • Fixed one frame lag in PVD scene statistics.
  • Fixed a number of OSX PVD sockets issues.
  • Fixed SampleSubmarine code that violated concurrent read/writes restriction.
  • Added warnings about read/write hazards to the checked build.
  • Fixed RepX not reading joint properties.
  • Fixed support for concurrent scene queries.
  • Fixed PhysX GPU Visual Indicator support.
  • Made it more clear in documentation that simulate(0) is not allowed.

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Written by Zogrim

December 2nd, 2011 at 10:14 pm

Posted in PhysX SDK

Tagged with , ,

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.

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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

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