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PhysX | PhysX | |
---|---|---|
17 | 18 | |
3,074 | 2,289 | |
1.0% | 4.5% | |
0.0 | 4.7 | |
8 months ago | 14 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
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
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
What are some alternatives?
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
RayTracingDenoiser - NVIDIA Ray Tracing Denoiser
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
physx-rs - 🎳 Rust binding for NVIDIA PhysX 🦀
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
Box2D - Box2D is a 2D physics engine for games
AI4Animation - Bringing Characters to Life with Computer Brains in Unity
ODE
box2d-lite - A small 2D physics engine
LiquidFun - 2D physics engine for games