PhysX
vivanewvegas-wabbajack
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PhysX | vivanewvegas-wabbajack | |
---|---|---|
17 | 926 | |
3,074 | 20 | |
1.0% | - | |
0.0 | 5.8 | |
8 months ago | over 1 year ago | |
C++ | ||
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
vivanewvegas-wabbajack
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WSIB with $60 in steam credit
Fallout: New Vegas is great, but I'd strongly advise doing even your first playthrough with a decent Vanilla+ Modlist, it will take an hour or so to set up, but it's so worth it. I could never get past the first 2-3 hours, before I played it with this Modlist. The game already started feeling old when it came out (technology-wise) and this fixes it almost completely.
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[FNV] How do you guys determine load order?
That’s the thing with Vortex, you can’t manually manage your plugin load order. Some people find it easier for new modders, but I think it’s detrimental to creating a good modlist. I’d recommend looking through Viva New Vegas and possibly consider switching form Vortex to Mod Organizer 2.
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Y'all know any good Mod configuration menus?
I recommend following Viva New Vegas This will tell you how to use MO2, along with making your game be stable and work properly.
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Hell, I love this game but it's unplayable
Follow Viva New Vegas up until the User Interface Section, then skip to the final steps for the load order.
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Help with some modding [FNV]
Grab MO2, install mod with it, learn how to use it here
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I need help with some mods
Follow Viva New Vegas, you need a bunch of prerequisites to make them work correctly and you may as well make your game more stable for 5% more work on the way. Stop after the Gameplay section unless you want the rest of the mods.
- Hate to go against my man Boone for sunglasses
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Load order optimization for Oblivion, Skyrim, Fallout games, etc. - Any hope?
For best results ensure you follow a GOOD modding guide as a starting point. For FNV, you absolutely need to follow Viva New Vegas (https://vivanewvegas.github.io/). FO3 and TTW have guides by the same author.
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Odd Half Lag
However I do recommend following Viva New Vegas for general bug fixes, if you want a purely vanilla playthrough, stop at the User Interface section of the guide.
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Will I be able to play FNV on my laptop? In canyourunit I don't meet either the recommended or the minimum for F3, but I do meet the minimum for FNV, but it doesn't say anything about the recommended specs, so that's why I don't know. I'll drop my specs in the comments.
If it can run Witcher 3 I doubt it can't also run FNV. If you do get the game make sure to get the performance mods + bugfixes from Viva New Vegas.
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.
wabbajack - An automated Modlist installer for various games.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
wabbajack-autodownload - Automates downloading a Wabbajack mod list without a premium Nexus account
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
NVSE - New Vegas Script Extender (NVSE)
Box2D - Box2D is a 2D physics engine for games
daggerfall-unity - Open source recreation of Daggerfall in the Unity engine
ODE
modorganizer - Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved
LiquidFun - 2D physics engine for games
openmw