Archive for the ‘Beta’ tag
NVIDIA has released PhysX SDK 3.3 Beta 2 – first public Beta release of the new major version of the PhysX SDK 3.x
Update: PhysX SDK 3.3.0: Final Release
PhysX SDK 3.3 introduces a broad set of the new features and also presents a vast performance improvement.
|PhysX SDK 3.3 Beta 2 – Release Notes|
- Added PhysXDevice/64.dll to the PC packages. See Windows readme for more details.
- Added support for the NVIDIA Kepler GPU architecture.
- Added support for the Nintendo Wii U console.
- Added support for Windows 8 Modern UI applications (ARM and x86).
- Ported our SIMD library to the ARM NEON architecture.
- Multi Box Pruning (MBP) is offered as an alternative broad phase algorithm to Sweep And Prune (SAP). MBP shows improved performance when all objects are moving or when inserting large numbers of objects. Its generic performance might be inferior to SAP when many objects are sleeping.
- Significant performance and stability optimizations for rigid body solver.
- New function to compute the minimum translational distance and direction to separate two overlapping geometry objects.
- Improved Persisten Contact Manifold (PCM) contact generation mode is now often faster and more robust than the still available legacy path.
- Improved performance of scene queries and contact reports.
- Improved behavior and performance of Continuous Collision Detection (CCD).
- Reduced memory footprint of rigid body classes.
- Added support for sharing shapes among rigid bodies.
- Significantly improved cloth behavior and GPU performance.
- Added support for cloth colliding against itself, other cloth instances, and scene geometry.
- Improved useability of binary and xml serialization.
- Memory can be saved for objects that do not participate in the simulation and are used for scene queries only. For details see the new flag PxActorFlag::eDISABLE_SIMULATION.
Full PhysX SDK 3.3 Beta 2 Release Notes can be viewed here.
Recently, the PhysX SDK team began to offer a preview of the upcoming version, PhysX SDK 3.3, to advanced PhysX users — professional developers, who have the time and experience to try out the latest offering, test it and provide feedback to the PhysX SDK team.
If that describes you or your team, do not hesitate to contact and use the words ‘beta-3.3 request’ in the subject line to apply for the SDK 3.3 Closed Beta Testing.
|PhysX SDK 3.3 – Feature Highlights|
Performance and stability optimizations for rigid body solver
Rigid body collision performance was improved up to 15-20% in comparison to SDK 3.2, while memory footprint was reduced.
Please note that we expect more performance improvements in final release
NVIDIA has revealed PhysX SDK 3.2 Beta-1, thus providing early public access to next general release of PhysX 3, enhanced with many features and improvements – as a Christmas present, we suppose.
Update [25.01.2012]: PhysX SDK 3.2 Beta-2 is available
Update #2 [20.03.2012]: SDK 3.2 Beta-3 is released
Update #3 [10.05.2012]: Final release is available
Binary SDKs are available for Windows PC, Linux, Mac OSX and Android platforms.
PhysX SDK 3.2 Beta-1/Beta-2/Beta-3 can be downloaded at Developer Support Center.
If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.
PhysX SDK 3.2 Beta-1/Beta-2/Beta-3 Release Notes:
- Three new sample applications: SampleCharacterCloth (character with cloth cape and cloth flags), SampleBridges (character controller walking on dynamic bridges and moving platforms), SampleGravity (character controller with arbitrary up vector).
- On Windows, the PxFoundation instance is now a process wide singleton and part of the new PhysX3Common.dll library.
- PxCreatePhysics() does not create a PxFoundation instance any longer. The PxFoundation instance has to be created in advance through PxCreateFoundation().
- Calls to PxCreatePhysics() are not valid anymore if a PxPhysics instance already exists.
- If profiling information should be sent to the PhysX Visual Debugger, a PxProfileZoneManager instance has to be provided when creating the PxPhysics instance.
- The version number constant PX_PUBLIC_FOUNDATION_VERSION has been replaced with PX_PHYSICS_VERSION. Both PxFoundation and PxPhysics use the same version number now.
- The API now distinguishes between input and output stream types.
- Added mechanism to reduce code size by not linking optional components. See PxCreateBasePhysics() and the PxRegister*() functions.
- Added getConcreteTypeName() to API classes to provide run time type information.
- Added PxScene::getTimestamp() to retrieve the simulation counter.
- PxGetFoundation has been moved to PxGetFoundation.h
- Changed the functions PxPhysics::releaseUserReferences(), releaseCollection(), addCollection() and releaseCollected() to now take a reference rather than a pointer.
- The signature of PxCreatePhysics has changed: The Foundation SDK instance must be passed in explicitly. One can also hook profiling information by passing a PxProfileZoneManager.
- [Beta-3] Contact data block allocation now provides statistics on usage and max usage.
- [Beta-3] On all platforms except PS3, contact data blocks can be progressively allocated.
- [Beta-3] Changed the functions PxPhysics::releaseUserReferences(), releaseCollection(), addCollection() and releaseCollected() to now take a reference rather than a pointer.
- [Beta-3] Default implementations of memory and file streams added in PxDefaultStreams.h
- [Beta-3] Renamed PxPhysics::getMetaData() to ::PxGetSDKMetaData().
- [Beta-2] Platform conversion for serialized data has been moved from the ConvX command line tool to the PxBinaryConverter interface in the cooking library.
- [Beta-2] Documentation has been updated.
- [Beta-3] Added migration guide page from 3.1 to 3.2 to user’s guide.
- [Beta-2] Samples have been updated.
- [Beta-2] Various bug fixes.
After several weeks of delays, beta version of PhysX 2.0 plug-in for 3ds Max is finally available for testing. We’ll simple quote Gavin Kistner, PhysX Max and Maya plug-ins Product Designer:
The extranet we want to use to distribute the beta PhysX Plug-in for 3ds Max is taking longer than expected to finalize. However, I’d love to get beta testing underway sooner rather than later. To that end, if you would like to be a beta tester for the plug-in (supporting Max 2008, 2009, 2010 on 32- and 64-bit OS), please send me an email. I’ll get you the plug-in if you will in turn give me feedback.
Send an email with subject “PhysX Plug-in for 3ds Max Beta” to “[email protected]“, and include your real name, email address, and company that you’ll be using the plug-in for. Optionally, I’d also love to hear what you intend to use the plug-in for: content development for PhysX-based games; developing for other real-time simulations; improved simulation for standalone rendering; or just repeatedly smashing wrecking balls into brick silos and watching them fall.
Source: Nvidia Developer Forums