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Archive for the ‘PhysX Tools’ Category

PhysX SDK 3.2.5 and APEX 1.2.5 are available

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For those developers who are not ready yet to switch to 3.3 branch of the PhysX engine, NVIDIA has prepared several bug-fixing releases – PhysX SDK 3.2.5, APEX SDK 1.2.5 and corresponding tools.

Update: APEX SDK 1.3 is available

nvidia-physx

PhysX SDK 3.2.5: Release Notes

  • General
    • Fixed a bug which could cause triggers to not fire touch events after a kinematic actor moved into or out of overlap and had no target set anymore in the next simulation step.
    • Fixed crash when setting multiple materials on a shape followed by release/removal of the corresponding actor from the scene (all while the simulation is running).
  • Rigid Bodies
    • Fixed a bug that caused bodies to not respond to applied velocities or forces if the autowake parameter in those methods was set to false. This could happen for (almost) resting bodies which were close to other bodies (bounding box overlap) but did not touch them.
  • Vehicles
    • Bugs in the suspension force and tire load computation have been fixed that affected handling when the vehicle was upside down.
    • The tire load passed to the tire force computation is now clamped so that it never falls below zero.
    • PxVehicleTireLoadFilterData now requires that mMinNormalisedLoad is greater than or equal to zero.
    • PxVehicleTireLoadFilterData now has a new member variable mMinFilteredNormalisedLoad. This value describes the filtered normalised load that occurs when the normalised is less than or equal to mMinNormalisedLoad.
    • PxVehicleWheelsSimData now has a new function setMinLongSlipDenominator. This can be used to tune stability issues that can arise when the vehicle slows down in the absence of brake and drive torques.
    • A bug in the tank damping forces has now been fixed. Tanks now slow down more aggressively from engine and wheel damping forces.
    • A new section “The Vehicle Under-steers Then Over-steers” has been added to the vehicle troubleshooting guide to describe steps to avoid twitchy handling on bumpy surfaces.
    • A new section “The Vehicle Never Goes Beyond First Gear” has been added to the vehicle troubleshooting guide to describe a common scenario that occurs when the automatic gearbox is given a latency time that is shorter than the time taken to complete a gear change.
    • A new section “The Vehicle Slows Down Unnaturally” has been added to the vehicle troubleshooting guide to describe the steps that can be taken to help the vehicle slow down more smoothly.
    • The section “SI Units” in the vehicle guide has been updated to include the new functon PxVehicleWheelsSimData::setMinLongSlipDenominator.

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Written by Zogrim

December 12th, 2013 at 9:14 pm

Posted in PhysX SDK, PhysX Tools

Tagged with , ,

PhysX plug-ins have received 3.0 update

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NVIDIA has released 3.0.0 version of the PhysX DCC plug-ins for 3ds Max and Maya with support for latest PhysX SDK 3.3.0 and APEX SDK 1.3

Update: PhysX plug-ins updated to version 3.0.1

However, in comparison to the major 1.x -> 2.x rewrite, round “3.0″ version number has not brought any significant changes to PhysX plug-ins – remaining 2.9.x digits were simply reserved for possible APEX 1.2.x branch updates.

And if you have missed latest additions to PhysX plug-ins, like introduction of the APEX Destruction authoring pipeline, you can check it here.

PhysX Plug-in 3.0 for 3ds Max: Release Notes

  • New Features
    • Using APEX 1.3.0, SDK 3.3.0 (SDK 2.8 is not supported any more).
    • Deprecated UI for SDK 2x.
    • Avoid generating multiple materials when they are with the same parameters.
    • Destruction: Behavior Groups Management.
  • Fixes
    • Fix: Wrong volume calculation issue in Rigid body.
    • Make exporter dialog from File -> Export also support .Apx and .Apb.
    • Fix: TetherStiffness range. Set tetherStiffness to 1.0 – relax just as ClothingTool uses 1.0 – mTetherStretchiness.
    • Fix: 2 UI updating issue introduced in CL 9122.
    • Fix: Hammer icon.
    • Some fixes for debug render in fast viewer.
    • Fix: Apex render after rewind scene in ccViewer.
    • Fix: Menu bug with Forces part.
    • Fix: Kinematic animation in fast viewer for non-integer start frame.
    • Sort bone list by name, improve bone indices in clothing asset.
    • Fix: After painting on lod, lod node will fail to restore previous shading mode.
    • Fix: LOD crash bug – switching lod during simulation crashes max.
    • Fix: Wrong exporter file name like “C:\export\nc.PxProj.PXPROJ”.
    • Fix: Fast viewer for precision sensitive Domino sample case.
    • Fix: InitialSwing issue with SnailGames’ sample.

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Written by Zogrim

December 11th, 2013 at 1:23 am

Posted in PhysX Tools

Tagged with , , , ,

PhysXLab 1.2.4 is released

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A little bit late, but PhysXLab 1.2.4 has arrived, finally.

nvidia-physx

This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.

Update: PhysXLab 1.3, featuring PhysX SDK 3.3 and APEX 1.3 support, is now available at GameWorks Download Center

PhysXLab 1.2.4 – Release Notes

  • New Features
    • APEX 1.2.4 support.
    • PhysX SDK 3.2.4 support.
    • Smoothing groups preserved from imported mesh.
  • Bug-fixes
    • Fix for DCC/PhysXLab destructible import problem with multi meshes.
    • DE7941: UV-based cutout face selection tool re-enabled.
  • Misc. changes
    • GRB playground mode removed.
Downloads

PhysXLab 1.2.4 can be downloaded throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

October 17th, 2013 at 4:34 pm

Posted in PhysX Tools

Tagged with , ,

New 2.91 PhysX plug-in is featuring APEX Destruction support

with 8 comments

New PhysX DCC plug-ins for 3ds Max and Maya are now available for public download.

nvidia-physx

Both 2.91 plug-ins contain usuall set of bug-fixes and minor improvements, however, 3ds Max version also presents some interesting new features.

One of them is the integrated APEX Destruction module authoring pipeline (previously only available via PhysXLab), which allows artists to create, tweak and test destructible assets right inside 3ds Max.

Another one is so-called Simulation Sets – basically, an advanced collision filtering feature, which works for rigid bodies and cloth objects.

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Written by Zogrim

September 3rd, 2013 at 10:40 am

Posted in PhysX Tools

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APEX 1.2.4 is available for download

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NVIDIA has released APEX SDK 1.2.4, which contains several minor bug-fixes.

Update: APEX 1.2.5 available

This version is compatible with latest PhysX SDK 3.2.4

APEX SDK 1.2.4 – Release Notes

  • APEX Framework 1.2.4
    • EditorWidgets header files added to binary distributions.
    • Added more asset previews for consistency.
    • PS3 gcc support has been deprecated in APEX 1.2.4 in favor of SNC. The gcc version is still included but not supported.
    • Fixed some allocations that were not going through the user-supplied allocator.
  • APEX Destruction 1.2.4
    • Fixed contacts not getting detected between PhysX bodies and destructibles when using GRB.
  • APEX Clothing 1.2.4
    • Fixed issues with teleport and reset.
    • Fixed a crash in tangent computations.
    • Fixed an issue where tangent results were different for skinned tangents.
  • APEX Turbulence / Particles 1.2.4
    • Fixed a rare condition issue due to improper scene locking with PhysX 3.2.x in turbulence.
    • Fixed GPU memory leak with turbulence/convex collision.
    • Fixed an LOD issue with ParticleIOS that could cause a crash.
Downloads

NVIDIA APEX SDK 1.2.4 can be downloaded through Developer Support Center (our registration guide).

Written by Zogrim

August 17th, 2013 at 2:59 am

PhysX SDK and APEX now on Xbox One

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NVIDIA has announced that both PhysX SDK physics engine and APEX dynamics framework will offer support for next-generation Xbox One console from Microsoft.

“We are excited to extend our PhysX and APEX technologies to Microsoft’s Xbox One console”, said Mike Skolones, product manager for the PhysX SDK at NVIDIA.

“We look forward to the Xbox developer community taking advantage of PhysX and APEX along with Xbox One’s processing power, programmability and next-generation features to design cutting-edge games that deliver an unparalleled and ultra-realistic experience”

Earlier this year, it was also stated that PhysX SDK/APEX SDK will be available for Sony’s Playstation 4 console.

We assume that similar to PS4 case, PhysX for Xbox One will only use console’s CPU for physics calculations, at least at the beginning.

Written by Zogrim

May 21st, 2013 at 9:37 pm

Post-GDC 2013: Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction

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A very interesting presentation from Game Developer Conference 2013 – “Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction” by Dane Johnston (NVIDIA), Aron Zoellner (NVIDIA), Tramell Isaac (SOE) and Ryan Elam (SOE) – is now finally available for replay from GDC Vault.

The presentation covers the basic features and authoring pipeline of APEX Turbulence and APEX Destruction modules, among other modules, and also provides a little post-mortem on how those modules were utilized to enhance several latest GPU PhysX games – PlanetSide 2 and Hawken.

It was also revealed during the talk, that with current implementation of GPU physics effects in Planetside 2 developers have only “scratched the surface of what APEX can do”, as more advanced content, including enhanced Turbulence effects, Destructible environments (like player created bases) and potentially Environmental cloth will be coming to the game in the future.  Good news for PlanetSide 2 players.

During Hawken and APEX Destruction part, it was mentioned that upcoming improvements for the Destruction module will include networking sync support, damage based vertex coloring, more authoring tools options (PhysX plug-ins, third party) and also a new damage system, that is based on artist feedback.

Finally, the APEX Hair & Fur was mentioned as the upcoming module.

Written by Zogrim

April 24th, 2013 at 5:46 pm

2.89 PhysX plug-ins are available

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Updated PhysX plug-ins2.89.00313 for 3ds Max and Maya – are now available for download.

Update [7/17/2013]: Plug-ins version 2.89.00705 for 3ds Max and Maya released. Please see the Release Notes below.

Update #2: 2.91 PhysX plug-ins are available

nvidia-physx

Apart from PhysX SDK 3.2.3 and APEX 1.2.3 support, only several minor bug-fixes are included in this release.

2.89.00313 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.5 and 3.2.3
    • Updated APEX 1.2.3
  • Fixes
    • Fix GPU Simulation Disabled bug when choosing HW mode.
    • Fix qs tangent space issue.

2.89.00705 Update Release Notes

  • New Features
    • Support 3ds Max 2014.
    • Exporting material names when exporting PhysX scene.
    • Support making dummies as constraint directly via toolbar or menu.

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Written by Zogrim

April 11th, 2013 at 2:31 am

Posted in PhysX Tools

Tagged with , , , ,

PhysXLab 1.2.3 includes minor bug-fixes

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New PhysXLab 1.2.3 was released by NVIDIA today.

Update: PhysXLab 1.2.4 is released

nvidia-physx

Only several minor bug-fixes and updated PhysX/APEX SDK compatibility are included in 1.2.3 version.

PhysXLab 1.2.3 – Release Notes

  • New Features
    • APEX 1.2.3 support.
    • PhysX SDK 3.2.3 support.
    • Hull simplification.
  • Bug-fixes
    • DE7358: Bad APEX convex hull creation in 3.x.
    • DE7335: T-junction removal is causing crashes.
    • DE7104: Min Fracture Depth not being set in the exported APX if set in the playground.
Downloads

PhysXLab 1.2.3 can be downloaded at Developer Support Center (our registration guide) or throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

April 11th, 2013 at 1:35 am

Posted in PhysX Tools

Tagged with , , ,

GDC 2013 Demo: APEX Turbulence in CryEngine

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The following demo is quite interesting – it is showcasing real-time particle simulation, using APEX Turbulence module and CryEngine from Crytek.

This one should be approached carefully: it is not the official feature of the CryEngine, more like a proof of concept of how APEX can be utilized in non-PhysX SDK based game engine.

Demo is using custom particle system (simplified version of the one from PhysX SDK) and Turbulence driven velocity fields to control particle motion. Interactions with level geometry and rigid body objects are also supported.

Such technology may offer some interesting new possibilities for GPU PhysX games.

Written by Zogrim

March 28th, 2013 at 12:10 pm

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