PhysX
LearnOpenGL
PhysX | LearnOpenGL | |
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18 | 624 | |
2,296 | 10,261 | |
2.0% | - | |
4.7 | 3.8 | |
24 days ago | 14 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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PhysX
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
NVIDIA PhysX GitHub repo: NVIDIA-Omniverse/PhysX
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Recommended Physics Engine?
I don’t know of any books but here is the official documentation which includes an API reference. You can also find a lot of sample code snippets and examples on their GitHub.
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C# Game engine - suggestions
On the other hand, PhysX is available under the MIT License and is both heavily used in games and also well documented with tons of sample code.
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AMD Finally Opens Up Its Radeon Raytracing Analyzer "RRA" Source Code
The CPU implementation of PhysX is too, no reason you couldn't port that to run on AMD GPUs: https://github.com/NVIDIA-Omniverse/PhysX
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Nvidia PhysX 5.0 is now open source
The LICENSE.md file on the repo doesn't mention BSD-3-Clause at all, it's just a copywrite notice that reads more like CC-BY than a software license. That's why I said it was weird.
Very! I just picked a random file: https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.0/physx/source/physx/src/NpArticulationJointReducedCoordinate.cpp
- GitHub - NVIDIA-Omniverse/PhysX: NVIDIA PhysX SDK - 5.0
LearnOpenGL
- Learn OpenGL eBook
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
[1]: https://learnopengl.com/
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Making Small Games, Which Is Fun in Itself
I want to begin game development as a hobby, but I'm unsure where to start. I did follow through https://learnopengl.com/ a few years ago, and while it was a very interesting experience, I imagine I would need to use an existing engine to be productive.
Do you recommend any books and tutorials aimed at experienced programmers with 0 knowledge of game development/design?
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
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Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
https://learnopengl.com
- I’m Bored AF!
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Looking to get started
and then https://learnopengl.com/
- Ajutor in privinta incercarii a face un joc
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Is a bounding volume a mesh? (for visualization)
I'm reading the guest article about frustum culling on learnopengl.com and there's a video demonstrating how it works and for debug purposes they have a bunch of spheres turning red or green which I assume means they're being culled or not so my question is if I wanted to do this do I have to make a mesh for whatever bounding volume shape or is there a specific method for something like this?
What are some alternatives?
RayTracingDenoiser - NVIDIA Ray Tracing Denoiser
raylib - A simple and easy-to-use library to enjoy videogames programming
physx-rs - 🎳 Rust binding for NVIDIA PhysX 🦀
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
PhysX - NVIDIA PhysX SDK
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
sokol - minimal cross-platform standalone C headers
AI4Animation - Bringing Characters to Life with Computer Brains in Unity
bevy - A refreshingly simple data-driven game engine built in Rust
box2d-lite - A small 2D physics engine
SFML - Simple and Fast Multimedia Library