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PhysX SDK downloads: back on-line

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We are glad to inform you, that after a month of unavailability due to some “server issues”, binary PC version of  PhysX SDK 2.8.3 is available for download via Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

You may notice, that SDK version is now (previous one was – these release includes some minor bugfixes, mostly related to console versions.

Written by Zogrim

February 3rd, 2010 at 10:09 pm

Posted in PhysX SDK

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Meng Game Engine: PhysX integration demo

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Interesting video appears on YouTube today – it’s showcasing PhysX SDK integration with Meng Game Engine by Mindware  Studios. Meng was the technology behind recently released painkiller-style game called Dreamkiller.

Video is demonstrating some advanced physics simulation – tearable and pressure cloth, metal cloth based deformables, dynamic hair, and ragdolls, blended with animation using joint motors.

However, we haven’t spotted anything but ragdolls and rigid bodies in actual Dreamkiller game, so perhaps more complicated features are reserved for future projects.

Update: unfortunately, video seems to be removed by user.

Written by Zogrim

January 27th, 2010 at 10:54 pm

Posted in Engines and Wrappers

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PhysX SDK and APEX: current status

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As we mentioned before, recent materials from post-CES 2010 special GF100 breifing by Nvidia revealed certain in-depth details on PhysX Technology current status.

Now, thanks to Acrofan, we have now complete video record (20 min) from that briefing, covering part with PhysX SDK and APEX Toolset description, recent improvements on console PhysX versions, engine features and developer tools details, etc.

BTW, at 9:40 they were using graph from our Popular Physics Engines comparison article, and PhysXInfo was called “very cool website:)

Written by Zogrim

January 26th, 2010 at 4:57 pm

Posted in Other, PhysX SDK

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Nvidia in responce to AMD: PhysX is multi-threaded

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Earlier this month, AMD critized Nvidia again, this time on crippling PhysX multi-threaded capabilities.

“When they bought Ageia, they had a fairly respectable multicore implementation of PhysX. If you look at it now it basically runs predominantly on one, or at most, two cores. That’s pretty shabby! I wonder why Nvidia has done that?” said Richard Huddy, AMD worldwide developer relations manager, in an interview with

“It’s the same thing as Intel’s old compiler tricks that it used to do; Nvidia simply takes out all the multicore optimisations in PhysX. In fact, if coded well, the CPU can tackle most of the physics situations presented to it.”

Tomshardware asked Nvidia for its responce for such allegations, and here is an answer by Nadeem Mohammad, PhysX director of product management:

I have been a member of the PhysX team, first with AEGIA, and then with NVIDIA, and I can honestly say that since the merger with NVIDIA there have been no changes to the SDK code which purposely reduces the software performance of PhysX or its use of CPU multi-cores.

Our PhysX SDK API is designed such that thread control is done explicitly by the application developer, not by the SDK functions themselves. One of the best examples is 3DMarkVantage which can use 12 threads while running in software-only PhysX. This can easily be tested by anyone with a multi-core CPU system and a PhysX-capable GeForce GPU. This level of multi-core support and programming methodology has not changed since day one. And to anticipate another ridiculous claim, it would be nonsense to say we “tuned” PhysX multi-core support for this case.

PhysX is a cross platform solution. Our SDKs and tools are available for the Wii, PS3, Xbox 360, the PC and even the iPhone through one of our partners. We continue to invest substantial resources into improving PhysX support on ALL platforms–not just for those supporting GPU acceleration.

As is par for the course, this is yet another completely unsubstantiated accusation made by an employee of one of our competitors. I am writing here to address it directly and call it for what it is, completely false. NVIDIA PhysX fully supports multi-core CPUs and multithreaded applications, period. Our developer tools allow developers to design their use of PhysX in PC games to take full advantage of multi-core CPUs and to fully use the multithreaded capabilities.

Source: nTersect Blog

Written by Zogrim

January 21st, 2010 at 12:23 pm

Posted in Other

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OgrePhysX: alternative PhysX wrapper for Ogre

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You may be familiar with NxOgre – complex and pervasive PhysX SDK wrapper for Ogre 3D engine, used already is serious commercial games, like Zombie Driver.

User Caphalor, who founds NxOgre “bit too big” for his purposes, decided to create small and simple alternative wrapper, and called it compactly – OgrePhysX

Library is based on PhysX SDK 2.8.3 and supports following features:

- PhysX initialisation
- bind scene nodes or other “PointRenderable” implementations to actors
- mesh cooking
- shape parameter system
- raycasting, sweeps
- contact report

OgrePhysX discussion thread | OgrePhysX Google Code page

Written by Zogrim

January 10th, 2010 at 5:04 pm

Posted in Engines and Wrappers

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PathEngine 5.23 supports scene data processing directly from PhysX SDK

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PathEngine, pathfinding and agent movement middleware toolkit, was updated to version 5.23.

Apart from other changes, like memory footprint and loading time optimisations, PathEngine 5.23 adds support for automatic ground meshes processing and building from third-party physics provider scene data – PhysX SDK and Havok.

PathEngine middleware was used in certain games, like Titan Quest, Stormrise and Pirates of the Burning Sea, and is going to be implemented into Metro 2033 and Just Cause 2.

Written by Zogrim

January 9th, 2010 at 4:24 pm

Posted in PhysX Middleware

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Esenthel Engine updated with PhysX SDK 2.8.3

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Physics simulation component of Esenthel Engine was translated recently to PhysX SDK 2.8.3, which allows developers, among other things, to create 64-bit applications.

In addition, new SDK features, like hierarchical cloth solver or cloth constraints, can help to advance clothing simulation via Esenthel even further (current status is shown on a video below).

Even developed by one man – Grzegorz Slazinski – Esenthel is “complete game development suit“, which includes graphics renderer, physics, GUI, networking, animation system, etc.

User’s opionions on this engine are fairly positive.

Source: Esenthel forums

Written by Zogrim

December 21st, 2009 at 4:46 pm

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


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.


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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How To: register developer account to get PhysX SDK access

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Following guide contains information on how to register the developer account at PhysX/APEX Developer Support website and gain access to PhysX SDK, APEX SDK and accompanying tools.

Please be advised.

Public downloads can now be accessed only through GameWorks Developer Program.

Please refer to our guide for intructions.

STEP 1. Go to PhysX/APEX Developer Support website and click “Create a New Account” button.

STEP 2. Fill-in provided questionary.

STEP 3. Wait until your account will be approved.

You will be notified via e-mail upon completion.

STEP 4. Log-in under your account. PhysX and APEX files will be located under “Downloads” tab.

While being in “Downloads” section, you can use the menu, located on the right side of the screen, to navigate through different folders.

Note #1: If you have trouble with new account registration or existing account (dissapearing downloads, unable to log-in, etc) you can send your problem description to (with subject – “PhysX account”) – we’ll try to provide a shortcut to PhysX dev. team.

Note #2: PhysX Developer Center and NVIDIA Developer Zone require separate accounts !

Written by Zogrim

November 25th, 2009 at 7:47 pm

Posted in PhysX SDK

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