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Archive for the ‘PhysX 3’ tag

Updated PhysX SDK 3.2.1 is released

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NVIDIA has presented updated PhysX SDK 3.2.1, which includes many bug fixes and small improvements in comparison to initial SDK 3.2 release.

Update: PhysX SDK 3.2.2 is available

nvidia-physx

PhysX SDK 3.2.1 – Release Notes

  • General
    • Added GRB hooks for APEX 1.2.1.
    • Some incorrect usages of __restrict have been fixed.
    • A crash when the user’s code had FPU exceptions enabled has been fixed.
    • A rare crash on Win64 has been fixed.
    • Removed no longer needed RapidXML library from distribution.
    • Binary serialization can now save the names of actors and shapes.
    • Removed a RepXUtility.h reinterpret_cast compile warning that happened on some platforms.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
  • Documentation
    • Clarified documentation regarding use of eSEND_SLEEP_NOTIFIES flag.
    • Clarified documentation regarding using different CRT libraries.
    • Removed some confusing statements about meta data from the documentation.
    • Updated PsPool, PsSort so they can use the user allocator.

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Written by Zogrim

July 21st, 2012 at 4:08 pm

Posted in PhysX SDK

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New 2.85 PhysX plug-in released with 3ds Max 2013 and APEX 1.2 support

with 6 comments

In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.

Update #2: updated 2.86.00806 plug-in for 3ds Max is up.

Update: new 2.86.00717 plug-in for 3ds Max (2010-2013) is released.

  • Support for APEX 1.2 – PhysX 3 cloth.
  • Simulation latency settings.
  • Other improvements and bug-fixes.

Plug-in is temporarily located at Developer Support Center.

Release Notes

  • General
    • General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
    • General: Support for PhysX SDK 3.2 engine.
  • Read the rest of this entry »

Written by Zogrim

May 16th, 2012 at 8:01 pm

Posted in PhysX Tools

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PhysX SDK 3.2: final version is available

with 11 comments

After three rounds of beta testing, NVIDIA has finally released new PhysX SDK 3.2 for Windows, Linux, Mac OSX and Android platforms.

Update: PhysX SDK 3.2.1 is released

Update #2: PhysX SDK 3.2.2 is available

You can check full Release Notes here: PhysX SDK 3.2 Release Notes

Free binary versions of PhysX SDK 3.2 are available for download through Developer Support Center (our registration guide) or new PhysX Registered Developer Program.

Written by Zogrim

May 10th, 2012 at 12:27 pm

Posted in PhysX SDK

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Technology behind PhysX 3 cloth solver

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If you are watching over PhysX SDK 3 development process, you may now that all-purpose cloth simulation engine, which can be found in SDK 2.x,  was replaced by new specialized PxCloth clothing solver in SDK 3.

Tech talk called “Character Clothing in PhysX 3“, presented by Tae-Yong Kim at SIGGRAPH ASIA 2011, provides in-depth overview of algorithms behind new clothing engine and its features.

Main features of new the solution are:

  • Improved performance.
  • Better artist control over bending and shearing of the cloth.
  • Better handling of high-energy motion.
  • Tapered capsules for better character representation.
  • Other pleasing features like virtual particles (for increased collision resolution), CCD or particles mass scaling.

We are expecting PxCloth solver to become one of the major features of APEX Clothing 1.2 module, that is supposed to be released in upcoming months.

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Written by Zogrim

April 6th, 2012 at 11:14 pm

Posted in PhysX SDK

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PhysX 3 Fluid Simulation Demo evolves to Fluid Sandbox

with 4 comments

Few months ago we wrote about interesting project – custom SPH Fluid simulation demo, that was using PhysX SDK 3.0.2 as physics engine and OpenGL as rendering API.

Recently, its author known as Finalspace has presented an updated version of this application, which is now called Fluid Sandbox.

Update: Fluid Sandbox 1.4.5 is up. New version is based on PhysX SDK 3.1 and features improved rendering, additional scenarios, better support for multi-core CPUs, fluid emitters and drains.

New release is named “Sandbox” for a reason – most of the data is now stored in XML format, so it is possible to customize existing scenarios (or even create new ones), edit scene and simulation properties, or add custom obstacles.

Apart from that, updated features include improved Screen Space Fluid Rendering option, new basic scenarios, more flexible settings and properly working interaction between fluid particles and rigid bodies.

As we already mentioned in our previous article, Fluid Sandbox is a great tool to play with, which functionality surpasses any other PhysX Fluid demos ever released.

You can download Fluid Sandbox from original thread at Delphi OpenGL Community forum.

Written by Zogrim

March 7th, 2012 at 11:45 am

Posted in PhysX Tools

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New Miarmy 1.2 plug-in utilizes PhysX SDK 3.1

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Basefount has announced release of Miarmy 1.2plug-in for Autodesk Maya that is capable of behavioral animation, crowd simulation, physics calculation and rendering.

Amond other features, physics engine in Miarmy 1.2 is now based on PhysX SDK 3.1 (in previous releases – 2.8.4), which provides faster and more accurate rigid body physics simulation even with high number of complex jointed objects.

In addition, usage of new PxCloth solver allows “100 times faster” simulation of cloth and clothing assets.

With new PhysX 3.1 Engine, The limit on the number of dynaimc agents is gone. On an average home PC, one can easily create a scene with more than 5,000 agents enable dynamics which contains more than 85,000 RBD objects and 80,000 dynamical joints. The cloth simulation will became almost real-time.

Written by Zogrim

February 21st, 2012 at 5:04 pm

DCC PhysX plug-ins were updated to version 2.71

with 2 comments

Along with APEX 1.1 release, NVIDIA has prepared new 2.71 version of PhysX plug-ins for 3ds Max (2009-2012) and Maya (2009-2012).

Update: 2.72 plug-ins available

2.71 PhysX Plug-in for 3ds Max – Release Notes:

  • General: Fix a HW check issue for old driver causing crash for some users.
  • General: Saving file at the end of a simulation will capture transform all objects in scene.
  • General: Sprinting improvement for 3rd party plugins utilizing this plugin.
  • General: Exporter locale issue. Force to keep as period instead of comma.
  • General: Removed unused materials and shapes in exported XML files.
  • General: Fix the crash with previewer, waving flag sample.
  • General: Upgrade 3.x mode to use PhysX SDK 3.1.1
  • General: Minor toolbar tweaks.
  • General: Prevent some convex hull failure cases.
  • General: Increase contact buffer for PhysX 3.x.
  • General: Fix the bug that when in the middle baking, it restarts from time start. The reason is that Max does occasional preSave event and we prefer to rewind before saving.
  • Rigid Body: Fix button based initial motion calculation.

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Written by Zogrim

February 15th, 2012 at 1:25 am

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

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Fluid Simulation demo with OpenGL and PhysX SDK 3.0

with one comment

Very interesting PhysX Fluid Simulation demo was revealed by a user Finalspace on German Delphi OpenGL Community forum.

Update: new version is available.

Written from scratch on C++, based on PhysX SDK 3.0.2 and OpenGL, this demo is showcasing Smoothed Particle Hydrodynamics (SPH) fluid simulation in a basic environment.

However, the amount of options is appealing – you can choose from various scenes, change fluid parameters, add rigid bodies or more particles (up to 262 000), apply forces to the fluid, switch rendering modes – PhysX Fluid Simulation is a fully functional playground, more advanced than original PhysX Fluids demo from NVIDIA.

You can download PhysX Fluid Simulation v 1.2 from original thread.

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Written by Zogrim

November 9th, 2011 at 8:54 pm

Posted in PhysX Tools

Tagged with , , ,

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