AI4Animation
PhysX
AI4Animation | PhysX | |
---|---|---|
11 | 17 | |
7,293 | 3,078 | |
- | 0.5% | |
5.3 | 0.0 | |
7 months ago | 8 months ago | |
C++ | C++ | |
- | GNU General Public License v3.0 or later |
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AI4Animation
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[Request] Implementation of DeepPhase: Periodic Autoencoders for Learning Motion Phase Manifolds
Hi all, I've been around this scene since 2014 and we've seen some incredible mods over the years. If anyone is familiar with the AI scene recently, you may have came across a paper called DeepPhase which allows for fully procedural, unique animations in realtime. It's a long shot, but is anyone here familiar with the animation pipeline for Skyrim - and whether it would be even feasible to implement this paper into the game? This is just theorycrafting or spitballing an idea, but I'd love to have a discussion here!
- AI4Animation: Deep Learning for Character Control
- IDEA/Suggestion: Module for 3D agnostic movement? Seems like something interesting to be incorporated into the 3D modules available
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Nvidia PhysX 5.0 is now open source
character motion being the same old animations, just done/interpolated better
the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though
- Ubisoft inspired "Motion matching"
- Ai animation in UE5?
- I'm Addicted to Assets
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Motion Matching help
Here's the paper for one of them: Phase Function Neural Networks. In the paper you can also find names of other algorithms and look up their associated papers. The reason I single out this one is because the author also uploaded their original Unity implementation.
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I know it ain't much compared to the rest of the work on this page, but I'm honestly proud of the little bit I've gotten done. I learned how to use Unity's animation system in about 30 mins last night. I love how easy it is to use! Just working on finding some survival/rpg animations now :)
(bonus: here's an excellent and comprehensive gdc talk from ubisoft going over their tech and how it helped them address the insane complexity in their assassin's creed games. second bonus: the guys that did that basketball demo in the 2 minute papers video have their work in a github repo, if you're feeling spry)
- AI4Animation: Deep Learning, Character Animation, Control
PhysX
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If you can't beat, block em
I know you mean PhysX how it was WAYYY back (& GPU accel), but it's been open source for ages.
- GamersNexus asks AMD if their contracts block other upscaling tech. AMD's response: "No Comment"
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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I looked into KSP2 Code, here is what I've found
Unity’s default physics engine is literally PhysX (https://github.com/NVIDIAGameWorks/PhysX).
- found on r/coaxedintosnafu
- Where and how can I learn to make simulation programs? I like to be a simulation developer!
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Does anyone know how VPhysics (Source's implementation of Havok) do such a good job at solving the bullet through paper problem?
It all gets petty hairy.. which is why writing physics engines is Hard, and you should be pretty skeptical when someone is like: "Hay gauis I made a new phYsics engine!! you should totally use it!" Even the big guys thrash around in this space.. as someone mentioned in another comment... although there is sometimes a case to be made for rolling your own, if you're valve for instance.. All that said, I'm really partial to Bullet just because it's so damn battle tested (unity/blender and countless other engines) But I'm generally pro havok/physX and also the newer Jolt physics library. https://github.com/NVIDIAGameWorks/PhysX https://github.com/ashconnell/physx-js https://jrouwe.github.io/JoltPhysics/
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Nvidia PhysX 5.0 is now open source
Then what about this? https://github.com/NVIDIAGameWorks/PhysX/tree/4.1/physx
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y'all forgot that NIS existed.
PhysX has gone open source quite a while ago as well: https://github.com/NVIDIAGameWorks/PhysX https://github.com/NVIDIAGameWorks/UnityPhysXPlugin
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I ran a.bat file from a pull request in Nvidia physX github reopository, is it ok?
The pull request can be found here: https://github.com/NVIDIAGameWorks/PhysX/pull/577
What are some alternatives?
deep-motion-editing - An end-to-end library for editing and rendering motion of 3D characters with deep learning [SIGGRAPH 2020]
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
mediapipe - Cross-platform, customizable ML solutions for live and streaming media.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
Unity-Robotics-Hub - Central repository for tools, tutorials, resources, and documentation for robotics simulation in Unity.
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
unity-atoms - ⚛️ Tiny modular pieces utilizing the power of Scriptable Objects
Box2D - Box2D is a 2D physics engine for games
SplineMesh - A Unity plugin to create curved content in real-time with bézier curves
ODE
awesome-ai - Awesome list for all things AI, ML and deep learning
LiquidFun - 2D physics engine for games