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Archive for the ‘SDK 3.0’ tag

How to switch PhysX plug-ins to PhysX SDK 3.0 mode

without comments

Current developer (and probably future public) builds of DCC PhysX plug-ins have interesting feature – you can switch your simulation engine and feature set between two different PhysX SDK versions – SDK 2.8 (as in all previous plug-ins) and new SDK 3.0

However, in latest 2.61 PhysX plug-in for 3ds Max you can already enable PhysX SDK 3.0 mode, as suggested by opethism and further explained by Blake:

All you need is to add npx.UsePhysXPlugin(2) line to px_globals.ms file,

located at “\3ds Max 2012\stdplugs\stdscripts\(PhysX)“.

Final code should look like this:

fn PxInitializePlugin =
(
try ( nvpx.InitializePhysX listener )
catch ( format nvpxText.TXT_GLOBALS_WARN_NO_DLM; )
– create toolbar
nvpx.UsePhysXPlugin(2)
nvpx.CreateToolbar()
)

In this mode, one particular feature will be very usefull for PhysX developers – ability to export your scene in RepX format, currently only one serialization format supported in PhysX SDK 3.

Other than that, most simulation features are seems to be working (except for Viewer tool), but stability is not quaranteed.

Written by Zogrim

September 12th, 2011 at 8:13 pm

Posted in PhysX SDK, PhysX Tools

Tagged with , , , ,

PhysX SDK 3.0 based game was demoed at ChinaJoy 2011

with 8 comments

Several chinese websites have reported, that first PhysX SDK 3 based game – online shooter called “Extreme Fire” – was demonstrated by NVIDIA at China Digital Entertainment Expo and Conference (ChinaJoy 2011).

You can find video, showcasing some destructible environments and particles effects, here. It was also mentioned, that this game will also support GPU PhysX acceleration.

Previously, GPU PhysX support was announced for another Chinese shooter – Mars.

Written by Zogrim

August 9th, 2011 at 7:58 am

Posted in PhysX Games

Tagged with , ,

PhysX SDK updated to version 3.0.1

with one comment

NVIDIA has uploaded first minor bug-fix release for PhysX SDK 3PhysX SDK 3.0.1 for PC, PS3 and Xbox 360.

Update [04.10.2011]: PhysX SDK 3.1 released

Update [16.06.2011]: PhysX SDK 3.0.1 for Linux released, 32-bit libraries added, linking issues resolved.

Update [24.06.2006]: PhysX SDK 3.0.2 for PC released, with minor bugfixes.

nvidia-physx

Bug-fixes in 3.0.1 version include following:

  • removed a troublesome assert, bad character fixes and a few broken macros
  • fixed Xbox and Win32 install scripts
  • renamed zeroDataCache to invalidateChache

Documentation was also updated. In addition, official Release Notes for SDK 3.0 were included with installation package. You can view them here.

As always, you can download PhysX SDK 3.0.2 via Developer Support Center.

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

Written by Zogrim

June 2nd, 2011 at 8:33 am

Posted in PhysX SDK

Tagged with , , ,

PhysX SDK 3 Release Roadmap

with 5 comments

During “Tegra Game Devcon 2011” presentation at Google I/O conference, NVIDIA has revealed release plans and roadmap for PhysX SDK 3.

SDK 3.0 has been moved to a 6 month release shedule (~12 months for latest 2.8.x SDKs), and since it features now unified code base across multiple platforms, we can expect more synchronous releases of SDKs for different platforms (we can assume, some of you are still waiting for Linux version of PhysX SDK 2.8.4).

You can also notice, that iOS and Android were added as default platforms of PhysX SDK 3.0.

Source: 4Gamer.net

Written by Zogrim

May 11th, 2011 at 6:59 pm

Posted in PhysX SDK

Tagged with , , , ,

PhysX SDK 3.0 has been released !

with 27 comments

No, your eyes are not deceiving you. After three years of development, NVIDIA has released new major version of PhysX physics enginePhysX SDK 3.0.

nvidia-physx
Currently, free binary version of PhysX SDK 3.0 is available for PC only (32-bit and 64-bit, Mac and Linux versions are promised to be delivered later). SDK 3.0 can be downloaded from Developer Support Center. Follow the path: [Online Support] -> [Downloads] -> [PhysX SDK 3.0]

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

Update [04.10.2011] PhysX SDK 3.1 released

Update [01.06.2011] PhysX SDK 3.0.1 available

Update [13.05.2011] Physx SDK 3.0 for Mac OSX available

Update [17.05.2011] Physx SDK 3.0 for Linux available (Ubuntu based, 64-bit)

Now, while your download is undergoing, let’s take a look on PhysX SDK 3.0 features:

PhysX SDK 2.x was originally developed as a PC only physics engine, which was subsequently ported to support gaming consoles being developed by Sony (PS3) and Microsoft (Xbox 360). The PS3 port was developed independently and has been maintained in a separate code base since its development, as have later ports to Linux and Mac OSX. The unwieldy growth during the SDK lifetime and separate code bases have added to the considerable complexity of maintaining and updating succeeding versions of the PhysX SDK at a time when faster and more compact engines are required to effectively support phones and tablets.

PhysX SDK 3.0 represents a significant rewrite of the PhysX engine.

This rewrite involved extensive changes to the API that effectively results in a new PhysX engine rather than a chart of changes based on its predecessor version.  The various platforms versions are generated from a unified code base, further differentiating it from version 2.x.  In addition to a new modular design, considerable legacy clutter has been removed. Collectively these changes have resulted in a physics SDK designed to facilitate easier ongoing maintenance, enable simpler ports to emerging gaming platforms, and the addition of new features and capabilities.

Focus on consoles and emerging gaming platforms.

PhysX SDK 3.0 was designed to be competitive on current-gen consoles and anticipates devices with even less system resources. These architectural changes include but are not limited to better overall memory management, improvements to cache efficiency, cross-platform SIMD implementations, intelligent SPU usage on PS3, multi-threading across multiple cores, and AltiVec/VMX optimizations on Xbox 360.

Read the rest of this entry »

Written by Zogrim

May 5th, 2011 at 7:14 pm

Posted in PhysX SDK

Tagged with , , ,

PhysX SDK 3.0: automatic multi-threading

with 16 comments

nvidia-physx

As everyone else, we have very little information about next major release of PhysX SDK 3.0, which was rumored as complete rewrite of current SDK, full of new features and extended capabilities, currently kept under straight NDA.

UPDATE: PhysX SDK 3.0 has been released

However, few pieces of information are beginning to leak:

Today, as answer to all the hype about PhysX and SSE instructions, Nvidia’s senior PR manager Bryan Del Rizzo has stated in interview to THINQ.co.uk website, that new SDK 3.0 will feature “a task-based approach that was developed in conjunction with [Nvidia] Apex product to add in more automatic support for multi-threading“.

In generally, SDK 3.0 will automatically take advantage of however many cores are available, or the number of cores set by the developer, and will also provide the option of a “thread pool” from which “the physics simulation can draw resources that run across all cores“. – adds THINKQ.co.uk

We will keep an eye on all SDK 3.0 traces and post new info as we’ll find it.

Written by Zogrim

July 8th, 2010 at 3:13 pm

Posted in PhysX SDK

Tagged with ,

PhysX Visual Debugger 2.0.6 Beta: first SDK 3.0 signs

with one comment

New 2.0 version of PhysX Visual Debugger, object-based database application for analyzing captured data from PhysX engine, was updated to version 2.0.6. Beta.

Update: final 2.0.6. version releasedno differences from PVD 2.0.6 Beta though

[20.08.10] Update #2: PVD 2.0.7. with minor bugfixes is available for download.

Release Notes:

  • Lots of optimizations during capture!  Capturing should be even quicker and more painless than it was with the first beta.
  • Lots of UI bugfixing specifically to the tree views (All Objects, Selected Objects, Watched Objects).  They should be more stable and much more user friendly especially when selecting new objects.
  • Navigation and selection were reversed.  So navigation is the default action while selection requires pressing ‘alt’.  You can quick select something by double clicking on it without pressing ‘alt’.
  • Reversed the log file direction.  No more scrolling down; new errors at the top.
  • New preferences dialog !  Much easier to use, no tabs.
  • Got rid of the frames palette.  We are sorry it ever existed.  The playback controls got moved to the toolbar while the slider got moved to the bottom of the scene view.

And more interesting:

  • Preliminary support for the 3.0 version PhysX !!!.  We are very excited about this.

Yep, we are excited about it too :)

You can download PhysX Visual Debugger 2.0.6 Beta via Developer Support Center.

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

Written by Zogrim

June 26th, 2010 at 3:07 pm

Posted in PhysX Tools

Tagged with ,

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