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Archive for the ‘PhysX 3’ tag

2.7 PhysX plug-in for Maya is also available

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Following the release of 2.7 PhysX plug-in for 3ds Max, NVIDIA has also uploaded new 2.70.1028.1400 plug-in for Maya (2009 – 2012).

Update [22.11.2011]: Maya PhysX plug-in was updated to version 2.70.1109.2230, that includes various bugfixes and minor updates.

UPDATE: 2.71 PhysX plug-in for Maya is released

2.7 PhysX plug-in for Maya – Release Notes:

  • General: New unified exporter
  • General: Improved PhysX shelf GUI
  • General: Support for PhysX 3.1
  • General: Support for APEX Clothing 1.1
  • General: Compatibility with other plug-ins that use PhysX directly (e.g. Thinking Particles)
  • General: Scene validation
  • Rigid Bodies: Copy/paste multiple physical meshes
  • Rigid Body: Kinematic to Dynamic Switching
  • Rigid Bodies: Ragdoll improved mass distribution
  • APEX Clothing: Support for latch to nearest regions
  • APEX Clothing: Support for Graphical LoD and Contact Layers
  • APEX Clothing: improved custom physical mesh handling

2.7 PhysX plug-in for Maya is available at Developer Support Center. You can find it under following path:

[Online Support] -> [Downloads] -> [APEX DCC Clothing Plugins] -> [Maya 2.7.X (beta)]

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

Written by Zogrim

November 1st, 2011 at 11:28 pm

Posted in PhysX Tools

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2.7 PhysX plug-in for 3ds Max comes with SDK 3.1 support

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Next major release of DCC PhysX plug-in for 3ds Max has arrived.

New 2.70.1028.1400 PhysX plug-in for 3ds Max (2009 – 2012, 32- and 64-bit) just have landed on download page at Developer Support Center.

Update: 2.7 PhysX plug-in for Maya is also available

UPDATE: 2.71 PhysX plug-in for 3ds Max is released

Additionally, updated 2.61.1028.0930 PhysX plug-in was released for 3ds Max - it includes minor bug-fixes for 2.61 version.

2.7 PhysX plug-in for 3ds Max – New Features Overview:

  • General: Additional PhysX SDK 3.1 solver

Plug-in now features two different simulation engines – PhysX SDK 2.8.4 and new PhysX SDK 3.1, with an option to switch between them seemlesly, without necessity to restart 3ds Max.

Providing same simulation quality as SDK 2.8.4, SDK 3.1 solver is noticeably faster, especially in specific scenes which contain composite meshes with complex concave geometry.

As a test, we’ve measured a time that is needed to simulate 200 frames of “Chainmail” scene (430+ composite rigid bodies), in a viewport. As you can see, in this case SDK 3.1 solver is ~40% faster.

Notes: #1 APEX Clothing is not yet supported by SDK 3.1 engine.

#2 Current SDK 3.1 implementation has limited contact buffer, so it is not recommended to use it with large number of objects.

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Written by Zogrim

November 1st, 2011 at 9:02 pm

Posted in PhysX Tools

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PhysX 3.1 is ready for download, introduces public binary SDK for Android

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Following previosly revealed roadmap, NVIDIA has updated 3.x generation of PhysX physics engine to version 3.1


List of publicly available free binary PhysX SDKs includes SDK for Windows PC, Linux, Mac OSX and, for the first time, Android platforms.

Update: PhysX SDK 3.1.1 is available for download

Update #2: PhysX SDK 3.2 Beta released

PhysX SDK 3.1 Release Notes:


  • VC10 support has been introduced.
  • VC8 support has been discontinued.
  • Upgraded GPU tech to CUDA 4.
  • Various improvements to Foundation and classes shared with APEX.
  • Extensions, Character Controller and Vehicle source code made available in binary distribution.
  • Namespaces cleaned up.
  • Cleaned up a large number of warnings at C++ warning level 4, and set SDK to compile with warnings as errors.
  • No longer passing NULL pointers to user allocator to deallocate.
  • Added x86,x64 suffix to PxTaskCUDA.dll
  • Removed boolean return value from PxScene::addActor(…), and similar API calls.
  • Removed individual sample executables in favor of SampleAllInOne from PC and console builds.
  • Fixed alpha blending in samples.
  • Simplified some code in samples.
  • Improved ambient lighting in samples.
  • Made samples work with older graphics cards.
  • Renamed some XBOX 360 specific files and folders.
  • Improved and added more content the user’s guide.

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Written by Zogrim

October 4th, 2011 at 6:12 pm

Posted in PhysX SDK

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PhysX SDK 3.0 based game was demoed at ChinaJoy 2011

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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

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PhysX SDK updated to version 3.0.1

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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.


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

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PhysX SDK 3 Release Roadmap

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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.


Written by Zogrim

May 11th, 2011 at 6:59 pm

Posted in PhysX SDK

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PhysX SDK 3.0 has been released !

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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.

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.

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Written by Zogrim

May 5th, 2011 at 7:14 pm

Posted in PhysX SDK

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