Archive for the ‘PEEL’ tag
Pieere Terdiman has announced the release of Physics Engine Evaluation Lab or PEEL – a handy tool (previously only used internally by PhysX team), that can be utilized to test performance, identify bottlenecks and determine simulation bugs of a physics engine in a number of specific use cases, thus providing a basis for further optimization and improvements.
Update: PEEL source code is now available on GitHub
PEEL 1.0 release is available for free with source code included, and features a default integration of various physics engines (Newton 3.13/3.9, Bullet 2.79/2.81/2.82, PhysX 2.8.4, a number of PhysX 3.x releases, even an early PhysX 3.4 branch) and collision libraries (OpCode 1/2).
A quite interesting, unexpected and a little emotional article – The Evolution of PhysX – was published today by Pierre Terdiman, senior software engineer in NVIDIA and one of the developers of the original NovodeX engine.
The article provides in-depth performance comparison between various versions of PhysX SDK (2.8.4, 3.2 and 3.3 Beta), using well-known open-source Bullet physics engine as as a reference point.
The performance tests were performed using PEEL – Physics Engine Evaluation Lab, a specialized tool that is using within NVIDIA to research behaviour and performance of various physics engines using a set of standartized scenes.