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Archive for the ‘PhysX Tools’ Category

New PhysX tools from John Ratcliff

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PhysX developers may be familiar with John Ratcliff – author of NxuStream (XML file format which is used to capture state of a PhysX SDK scene), Novodex/PhysX Rocket (physics demo application and editor) and other physics related researches.

In recent days John has updated his blog, known as John Ratcliff’s Code Suppository, with new usefull PhysX tools and code snippets:

PhysX2Obj – library that allows one to export a PhysX SDK scene as either a single Wavefront OBJ file in world space or a series of OBJ files in object space. Code has been compiled and tested with PhysX SDK 2.8.3 but should work with earlier versions of the SDK with little or no modification.

Library is available for download via Google Code page.

Tool with reverse purpose – Obj2PhysX - is going to be released shortly.

NvCoreDump is a windows 32 bit DLL which allows any PhysX 2.8.3 based project to perform an NxuStream XML compatible core dump in a single function call.

Rather than including all of the NxuStream source code in your application, instead you can simply demand load this tiny DLL and save it out.  The value, purpose, and benefit is to take simply add the ability to export the contents of the current PhysX SDK in any application by simply adding this tiny code snippet and the DLL.

Project is available for download via Google Code page.

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Written by Zogrim

February 24th, 2010 at 5:07 pm

Posted in PhysX SDK, PhysX Tools

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Next version of FluidMark will feature Multi-Core CPU PhysX support

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PhysX FluidMark is popular benchmarking application, that is often used to test stability and performance of GPU PhysX configurations. It performs PhysX SDK based SPH Fluids particle simulation, which can be calculated on CPU or compatible Nvidia GPU, however, only one CPU core can be used in first case.

After all those “Multi-Core CPU Support Is Disabled in PhysX” claims by AMD and following hype, JeGX (FluidMark developer) decided to leverage multi-threading capabilities of PhysX SDK and augment FluidMark with actual multi-core CPU support.

According to short preview, published today – task was successful.

As you may see, updated version of FluidMark, running on JeGX dev. machine with ATI Radeon HD 5770 GPU, is fully utilizing both cores of AMD X2 3800+ CPU.

Update: JeGX revealed another screenshot from upcoming FluidMark with multi-core PhysX support, running on all four cores of quad core Intel Core 2 Extreme X9650 CPU.

Previous version of multi-core FluidMark was able to load only dual-core CPU, but this, updated one – can utilize  quad-core or even n-core CPU.

Update #2: And now – FluidMark running on 16 CPU Cores.

Written by Zogrim

February 16th, 2010 at 9:05 pm

Posted in PhysX Tools

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EVE Online Incarna will use APEX Clothing

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According to Nvidia GDC 2010 sessions plan, next major add-on for EVE Online, popular sci-fi space MMO game, known as “Incarna” or “Walking on Stations” will use APEX Clothing module for character clothing simulation.

Physically Simulated Clothing in Eve Incarna Using NVIDIA APEX

In this session, we will demonstrate how CCP added physically simulated clothing to their Eve Incarna characters using NVIDIA’s APEX Clothing. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into the game engine. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which significantly speed up creation and inclusion of scalable, dynamic content without a large engineering effort.

Previosly know as “Ambulation”, than “Walking on Stations” and now “Incarna” project is supposed to pare capsuleer pilots out of their ships and put them into stations – for the first time. (currently, players have no ability to control their actual avatars, only space ships)

Update: APEX Clothing and EVE Incarna – first look from GDC 2010.

[18.08.10] Update #2: Carbon technology blog from CCP, and accompanying video.

Written by Zogrim

February 6th, 2010 at 12:50 am

Posted in PhysX Games, PhysX Tools

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PhysX DCC plug-in v2.01 for 3ds Max now available !

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Christmas present from Nvidia – new PhysX DCC plug-in for 3ds Max is now available officially.

Update: new PhysX plug-in v. 2.40 for 3ds Max

Release Notes, thanks to Gavin Kistner:

This new plug-in has been rewritten from the ground up. A few highlights of the new release:

  • Support for Max 2008, 2009, 2010 (and when available, 2011), 32-bit and 64-bit.
  • A first-class toolbar and menu for creating and controlling the simulation.
  • A modifier-based approach to match workflow in 3ds Max, with greatly improved artist interface to the options.
  • A physical material system for using and adjusting physics properties on many objects at once.
  • Convenient constraint presets for common workflows.
  • Improved constraint visualization and performance.
  • Convenient ragdolls, deriving collision volumes from a skinned mesh.
  • Bake simulation results to keyframes for offline rendering.
  • Super simple samples created by engineers and yours truly.
  • New documentation rewritten from scratch.

This great progress comes at a slight cost, however. Some PhysX features available in the previous plug-in are not (yet) exposed on the new version. Fluids, cloth, force fields, and soft bodies are not supported with this release. As demanded and deemed important, we will be adding features and improving the plug-in for the next releases. (Look in particular for the inclusion of awesome APEX Clothing in an upcoming release.)

New tools are available for download via Developer Support Center. If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Once approved and logged in – Plug-ins are located under “Online Support” -> “Downloads” Tab

Update: Plug-ins leakedx86 version (Mirror #1; Mirror #2; Mirror #3) ||  x64 version (Mirror #1; Mirror #2; Mirror #3) – Source: CGPersia

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Written by Zogrim

December 24th, 2009 at 1:28 pm

Posted in PhysX Tools

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Leak Week ! PhysX DCC 2.0 beta plug-in this time

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This week is rich in leaked PhysX tools and software: 9.09.1112 drivers previously, and now – new beta PhysX 2.0 plug-in for 3ds Max. This plug-in was unavailable even on Dev. Support Center, only by personal e-mail request.

beta 2.0 plug-in

New plug-in  supports both 32- and 64-bit versions of 3ds Max 2008, 2009 and 2010. Features overview is located here

Download via Rapidshare (download limit reached)

Update: PhysX plug-in v2.01 for 3ds Max released

Source: sinefx.com

Written by Zogrim

December 9th, 2009 at 2:44 pm

Posted in PhysX Tools

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NVIDIA APEX lecture video from SIGGRAPH 2009

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November’s Nvidia Developer Newsletter #49 has brought some very interesting material – 50 min. long video of “Creating Immersive Environments With NVIDIA APEX” session from SIGGRAPH 2009 conference.

apex-siggraph2009

It contains in-deph overview of all APEX Modules (FYI, APEX is artist focused framework on top of PhysX SDK), new details and demos, never shown before. Must watch for PhysX developers and people who are simply interested in PhysX future.

Download video (197 mb.)

Written by Zogrim

November 26th, 2009 at 9:16 pm

Posted in PhysX SDK, PhysX Tools

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PhysX Visual Debugger updated to version 1.1.9

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PhysX Visual Debugger, debug and visualization tool for PhysX SDK based applications, was updated to version 1.1.9.

PhysX-VRD

Main fix in this update – compability with PS3 version of PhysX SDK 2.8.3.

You can download PhysX Visual Debugger here

Written by Zogrim

November 25th, 2009 at 10:51 am

Posted in PhysX Tools

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PhysX 3ds Max 2.0 beta plug-in available for testing

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After several weeks of delays, beta version of PhysX 2.0 plug-in for 3ds Max is finally available for testing. We’ll simple quote Gavin Kistner, PhysX Max and Maya plug-ins Product Designer:

The extranet we want to use to distribute the beta PhysX Plug-in for 3ds Max is taking longer than expected to finalize. However, I’d love to get beta testing underway sooner rather than later. To that end, if you would like to be a beta tester for the plug-in (supporting Max 2008, 2009, 2010 on 32- and 64-bit OS), please send me an email. I’ll get you the plug-in if you will in turn give me feedback.

Send an email with subject “PhysX Plug-in for 3ds Max Beta” to “gkistner@nvidia.com“, and include your real name, email address, and company that you’ll be using the plug-in for. Optionally, I’d also love to hear what you intend to use the plug-in for: content development for PhysX-based games; developing for other real-time simulations; improved simulation for standalone rendering; or just repeatedly smashing wrecking balls into brick silos and watching them fall.

Source: Nvidia Developer Forums

Update: PhysX plug-in v2.01 for 3ds Max released

Written by Zogrim

November 14th, 2009 at 2:00 am

Posted in PhysX Tools

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PhysX Visual Debugger 1.1.8 released

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PhysX Visual Debugger, tool that allows you to visualize, debug, and interact with your PhysX SDK based applications, was updated to version 1.1.8. PVD supports the current PhysX SDK release (2.8.3 Version) and all previous versions.

PVD_Small

Release notes
1. Support both left-handed and right-handed coordinate systems.
2. Fixed bug: The PVD crashes when a delete object operation is undone.
3. Fixed bug: The camera operations (Zoom to Fit, Center at the Selection, and Track the Selection) are working properly with groups of objects.
4. Fixed bug: The selection now works with cloth and soft bodies.
6. Fixed bug: Scrubbing back would sometimes fail.

You can download PhysX Visual Debugger here

Written by Zogrim

November 5th, 2009 at 12:49 pm

Posted in PhysX Tools

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PhysX 3DS Max 2.0 Plug-in features preview

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Thanks to Gavin Kistner, Nvidia PhysX plug-ins manager and designer, we can now take a print of what features and improvements 2.0 PhysX plug-ins (currently in development) will have over current generation DCC tools

Following overview is related to PhysX Plug-in for 3DS Max, but we think Maya plug-in feature set won’t differ much.

There’s a proper PhysX toolbar providing access to commands and simulation control, and a proper panel for setting global parameters.

The new plug-in has been heavily overhauled to better support Max workflow. Rigid Bodies are created as modifiers (constraints are still separate helpers). You can change attributes of the modifier, or the underlying geometry, and changes are automatically reflected in the simulation.  There are sub-object modes in the modifier for visualizing and controlling the Initial Velocity and Spin directions. We have a much better presentation of all attributes.

The physical mesh shapes (Sphere, Box, Capsule, Convex Hull) wrap around the geometry nicely by default. You can regenerate a convex hull with specified inner (deflation) or outer (inflation) offset. You can convert a convex hull to an Editable Mesh, tweak vertices, and get those changes reflected on the shape.

If all works as planned, it should be pretty clear and easy how to use multiple physical meshes for a single object.

The D6 joints have been heavily worked on to be more useful. The visualizations are improved. For a minor convenience, there are toolbar buttons to create a joint with common presets (e.g. Hinge, Ball & Socket, Sliding, etc.). The presentation of the attributes has been greatly simplified and clarified in the new rollouts.

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Written by Zogrim

September 29th, 2009 at 2:54 am

Posted in PhysX Tools

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