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PhysX Alternatives
Similar projects and alternatives to PhysX
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LearnOpenGL
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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Bullet
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
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JoltPhysics
A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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Terathon-Math-Library
C++ math library for 2D/3D/4D vector, matrix, quaternion, and geometric algebra.
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Silk.NET
The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
PhysX reviews and mentions
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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
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A note from our sponsor - WorkOS
workos.com | 26 Apr 2024
Stats
NVIDIA-Omniverse/PhysX is an open source project licensed under BSD 3-clause "New" or "Revised" License which is an OSI approved license.
The primary programming language of PhysX is C++.
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