Archive for March, 2018
As announced at GDC 2018 talk “Nvidia GameWorks: New Simulation Features” (which you can view at GDC Vault now) PhysX SDK team is planning to shift the development focus from reaching maximum performance to increasing quality of the simulation, to better comprehend use cases such as robotic simulation and VR games.
Common problems, that one can face with current PhysX rigid body solver (and other game oriented physics engines in general) include innacurate simulation of complex jointed objects, erratic interactions between objects with high mass difference and instability of small scale simulations.
NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.
New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.
|NVIDIA FLEX SDK 1.2.0: Release Notes|
- Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
- Improved Linux support, removed GLUT/GLEW dependencies
- New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
- New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
- New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
- New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
- New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
- New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations