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Archive for the ‘PhysX SDK’ tag

PhysX SDK 3.2.2 is available

with 8 comments

New version of PhysX SDK 3.x is now available. Despite of minor revision number, 3.2.2 release contains massive amount of bug-fixes and new features.

Update: PhysX SDK 3.2.3 is available

nvidia-physx

PhysX SDK 3.2.2 – Release Notes

  • General
    • Added Microsoft Windows RT (formerly known as Windows on ARM) support.
    • Suspended Sony Playstation Vita support.
    • Enabled Win64 DEBUG build to use SIMD enabled code path.
    • PxScene now exposes methods to make multithreaded sharing of scenes easier, see PxSceneFlags::eREQUIRE_RW_LOCK for details.
    • The bounce threshold velocity can be set at run-time with PxScene::setBounceThresholdVelocity. Likewise, it can be queried with PxScene::getBounceThresholdVelocity.
    • PxGeometryQuery::mtd() has been added, to compute the Minimum Translational Distance between geometry objects.
    • Fixed bug in quaternion to axis/angle routine which failed on negative w values.
    • Fixed crash when using ConvX on a PxCollection with external references.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
    • Fixed return value of Ps::atomicExchange for POSIX based platforms: Linux, Android, IOS and OSX.
  • Broad Phase
    • Fixed a broad phase crash bug.

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Written by Zogrim

October 30th, 2012 at 10:56 am

Posted in PhysX SDK

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The Evolution of PhysX System Software

with 3 comments

Almost any user, who played games utilizing PhysX SDK physics engine (either with GPU acceleration support or software only), must be familiar with PhysX System Software (PSS, also known as PhysX Driver) – special package that includes core DLL libraries for physics engine to operate correctly and some firmware components, and is required for installation regardless of whether you have NVIDIA GPU or not.

This is how it works: PhysX Loader, located in game’s directory, loads corresponding core DLLs of PhysX engine from PSS installation folder. GPU acceleration DLLs (PhysX and CUDA Device Managers) are acquired from PSS distribution, if required. Supplementary libraries (like Character Controller DLL), in comparison, can be stored in local folder.

Note: one must have noticed that many older games store core engine libs locally, but still require a PSS installation.

For the most part, pre-2.8.4 PhysXCore.dll files in game directories are the result of special requirements of certain engines (like UE3) or installers that include unneeded DLLs.

PhysX System Software installation requirement was firstly introduced by Ageia in 2006, and obviously such approach has its own advantages and disadvantages.

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Written by Zogrim

October 7th, 2012 at 4:08 am

Updated PhysX SDK 3.2.1 is released

without comments

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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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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GameWorks Developer Program: easier way to access PhysX SDK, DCC Tools and APEX

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NVIDIA is about to meet the wishes of developer community with more friendly way to take advantage of PhysX SDK and APEX ToolsGameWorks Developer Program.

April 2014: Guide was updated to correspond with the new GameWorks Program

In comparison to previous account registration process, Developer Program features automated account approval (matter of minutes, not days) and simplified downloads structure (easier to find demanded files).

IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE

Step 1. Go to NVIDIA Developer Zone and click “Register Now” (upper right corner)

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Written by Zogrim

April 24th, 2012 at 12:47 pm

GDC 2012: new PhysX and APEX technology revealed

with 4 comments

Gametrailers has published several videos, revealing what kind of newest additions to PhysX SDK engine and APEX Framework were showcased at NVIDIA Booth, at current GDC.

First video is showing yet experimental technology – new cloth solver and real-time fracturing.

Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.

Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.

Update: more detailed videos of new fracturing engine.

Update #2: fur simulation technology video

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Written by Zogrim

March 9th, 2012 at 2:24 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

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PhysX 3.1 is ready for download, introduces public binary SDK for Android

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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

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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

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