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Archive for the ‘PhysX SDK’ tag

Changes in PhysX SDK access procedure

with one comment

nvidia-physx

Accessibility of PhysX SDK binary PC version was changed recently. PhysX SDK is still free but no longer available for public download,  to get access to SDK and tools you must register an account at PhysX Developer Support website and wait until it’ll be approved. As we were told, that will help Nvidia to “have more insight into how it (SDK) is being used.”

Actually, that’s how things were organized in Ageia times. Support forum, as well other PhysX pages will remain on their current places.

Our PhysX Developer account registration guide

Written by Zogrim

November 11th, 2009 at 12:04 am

Posted in PhysX SDK

Tagged with

PhysX SDK 2.8.3. available

with 3 comments

nvidia-physx

32-bit and 64-bit builds of newest PhysX SDK 2.8.3., along with 9.09.30 PhysX System Software are available for download at PhysX Developer Support site, but we think it won’t take long until SDK will appear as public download.

Update: Changes in PhysX SDK access procedure

Meanwhile, some highlights from Release Notes:

General

  • This release enables clothing simulation. These new features are required to run the APEX clothing module.
  • The release also adds a hierarchical solver for cloth (HPBD Solver).
  • Introduction of split pair notification for cloth (existed for soft bodies only in previous versions).
  • Improved statistics to track GPU memory utilization.
  • Updated with 64Bit Windows support.

Performance

  • The hierarchical cloth solver runs before the regular solver at each time step. This does not immediately improve cloth simulation performace. However, running the hierarchical solver achieves the same stiffness of the cloth with fewer solver iterations of the regular solver. Thus, the performance is increased by explicitly reducing the number solver iterations.
  • Added support to run force field updates on the scene’s worker threads.

Fixed Bugs

  • NxArray::insert() did not work properly if elements were inserted anywhere else than at the end of the array.
  • Crash when fluid tries to access invalid convexes. Mirrored convexes can get corrupted when a heap allocation fails.
  • GPU fluids: Force and deletion updates are performed on wrong particles in case the updates address particles that have been added since the last execution of NxScene::simulate().
  • GPU fluid mesh collision kernel crashes on GT200 cards due to heavily unbalanced workload.
  • GPU fluids: Releasing static primitive rigid body shapes has no effect on particle collision.
  • Concurrency issues with multi compartment scene configurations.

Written by Zogrim

October 1st, 2009 at 1:37 am

Posted in PhysX SDK

Tagged with ,

PhysX: most popular physics library ?

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Ervin Coumans, creator of “Bullet” open-source physics engine, has posted some interesting facts at bulletphysics.com recently. According to article in August 2009 issue of Game Developers Magazine, covering middleware survey results (over 100 senior developers of various development companies surveyed), Physx SDK have the lead with 26.8% in physics libraries rating, next is Havok with 22.7%, third – Bullet at 10.3%, and finally – Open Dynamic Engine at 4.1%.

pop_lib

Source: bulletphysics.com

Written by Zogrim

September 14th, 2009 at 6:21 am

Posted in PhysX Middleware, PhysX SDK

Tagged with , , ,

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