Archive for the ‘PhysX SDK’ Category
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:
- 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.
- 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.
- 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.
Second part of world first PhysX SDK textbook is available – unfortunally, only in Japan.
Written in collaboration with Nvidia PhysX team, those manuals are not just translated PhysX SDK documentation, but complete guide, that covers most features and aspects of game physics implementation via PhysX SDK engine.
You can order your copy at Amazon.co.jp
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%.