Archive for December, 2010
Activeworlds Inc. has announced recently that their Active Worlds 3D virtual reality platform now features PhysX SDK integration, including rigid body physics, joints and, more interesting, cloth simulation.
In Active Worlds you can explore virtual worlds and environments that others have built, interact with other users or build structures and areas of your own. Originally this project was started in 1995, so don’t be confused by outdated graphics.
You can find PhysX integration demos in this thread or just spend some time to log into AW and visit physics playground by yourself. Download Active Worlds 5.1 Browser from here, log in as “Tourist” (autoupdate process may occure) and teleport to “AWPhysics” world.
Another update has arrived for PhysX Visual Debugger – debugging application for capturing and analyzing data from PhysX SDK scene.
UPDATE [15.04.2011]: PhysX Visual Debugger 2.0.9 was uploaded, however, it seems that release notes are covering only changes in 2.0.8. version.
Update #2: PVD 2.1 is available.
*** 12-17-2010 ***
- !Fixed bug where lead developer wasn’t updating the release notes like he should have been!
- Added three large new features, clips, annotations, and profile information.
- Made camera movement work better with non-y up axis configurations.
- Clips and a project system. You can now split and crop a large capture arbitrarily to create clips. These are all stored together with the project and should allow users to reduce the size of the dataset they are dealing with when they have a large capture. You can also toggle active recording while PVD is capturing. Non-recorded data is of course discarded, each recorded section gets placed into a new clip.
So we have two use cases supported, the first is to just capture everything then trim out parts that you don’t need. The second is to toggle the recording during capture to trim out things you don’t need at the source.
- Profiling information is now available for 3.0 datasets on any platform where pvd is supported. New profile view. View the profiling information captured for one physx frame at a time.
- Right click and graph any event over the course of the clip.
- Annotations allow users to mark portions of the presentation where something interesting happens. They save the application state (camera, current frame, etc) and have an arbrary name and description field. This allows devs to communicate with the physx team and each other specific problems (frame X, dude walks through wall here. Frame Y, box falls through floor). Ctrl-alt-A is your friend, along with the profile view.
- 3.0 physx scenes allow pausing just like 2.8 did. So you can pause a running 3.0 scene. This works because every actual scene object captures and releases a mutex every frame (at the beginning of the simulate call). So we won’t pause your application if you are running physx in separate threads than the render or game thread; we will definitely hang the physx related threads while PVD is paused, however. You can toggle pause during recording by hitting the space bar.
Clips and Annotations information change the nature of PVD to more of a tool that you can capture a dataset with and work in it for a while as well as send the project around for multiple people to comment on various aspects of the capture.
Profiling is already quite useful but is rough and could use feedback around more use cases.
You can download PhysX Visual Debugger 2.0.8 via Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.