PhysX
robo-blast
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PhysX | robo-blast | |
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17 | 1 | |
3,074 | 0 | |
1.0% | - | |
0.0 | 6.4 | |
8 months ago | 11 months ago | |
C++ | GDScript | |
GNU General Public License v3.0 or later | MIT License |
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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
robo-blast
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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
I figured GDQuest's RoboBlast demo was an interesting showcase, since it incorporates many of the physics nodes, like CharacterBody3D, RigidBody3D, StaticBody3D and Area3D, while still looking like an actual game. I did however modify it slightly, to suit my needs and fix some quirks.
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.
VPhysics-Jolt - Volt (VPhysics Jolt) is a replacement physics module for the Source Engine.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
Box2D - Box2D is a 2D physics engine for games
ODE
LiquidFun - 2D physics engine for games
Chipmunk - A fast and lightweight 2D game physics library.
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
Simbody - High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.