NVIDIA PhysX SDK 3.0 Released



NVIDIA PhysX

NVIDIA PhysX SDK 3.0



NVIDIA has published a new major version of its PhysX SDK. As usual, you can download it from HERE (an account is required).

The version 3 of PhysX SDK is rewrite of the PhysX engine. Here are the new features:
– PhysX SDK 3.0 represents a significant rewrite of the PhysX engine.
– Focus on consoles and emerging gaming platforms.
– Improved multi-threading
– Reworked vehicle model
– New Serialization API
– Aggregates and broadphase clustering.
– Double Buffering
– Articulations
– Deformables and force fields

For more information about the new stuff of PhysX SDK 3.0, read this detailed post: PhysX SDK 3.0 has been released !

The double buffering seems to be a nice feature. Double buffering allows the client application to read and write to actors and the scene while the simulation is running on another thread. And this is exactly what I need for GeeXLab. In GeeXLab, you can start PhysX simulation in a separate Win32 thread. But while the simulation is running, you can’t modify actors properties or add new actors in the PhysX scene. I added some tweaks to bypass this issue but I’m not satisfied. I hope that double buffering can really help me.

Then you can expect new versions of GeeXLab and FluidMark in the next days…

Many things have changed and developers using PhysX in their apps will have to learn new things.

NVIDIA PhysX SDK 3.0




As you can see, according to the doc, here are the new paths and libs you have to use in your projects:
Paths:

"PhysXSDK/pxtask/include"
"PhysXSDK/PxToolkit/include"
"PhysXFoundationSDK"
"PhysXFoundationSDK/internal/include"
"PhysXProfileSDK/sdk/sdk/include"
"PhysXVisualDebuggerSDK/PVDCommLayer/Public"
"SDKs/PhysXAPI"
"SDKs/GeomUtils/headers"
"SDKs/RepX/include"
"SDKs/PhysXAPI/characterkinematic"

Libs:

Foundation
PhysX3Common
PhysX3CharacterDynamic
PhysX3CharacterKinematic
PhysX3Vehicle
PhysX3Cooking
PhysX3
PhysX3Extensions
LowLevel
GeomUtils
SceneQuery
SimulationController
PvdRuntime
RepX3

Of course, all libs are not required. For example PhysX3Vehicle.lib is required if Vehicule module is used.

Here is a code snippet that show how to create a SDK object:

#include "PxPhysicsAPI.h"
PxPhysics* sdk;
sdk = PxCreatePhysics(PX_PHYSICS_VERSION, 
                      NULL, NULL, 
                      PxTolerancesScale(), true);


Here are the screenshots of the new samples:

NVIDIA PhysX SDK 3.0

NVIDIA PhysX SDK 3.0

NVIDIA PhysX SDK 3.0

[Forum thread]



15 thoughts on “NVIDIA PhysX SDK 3.0 Released”

  1. Zogrim

    Cool :) Waitung for new FluidMark, to compare it with current one.

    Also:
    “For more information about the new stuff of PhysX SDK 3.0, read this detailed post” <- it links to same post

    "For example PhysX3Vehicle.lib is required if Vehicule module is used." <- Vehicle

  2. Leith

    Can you please do a performance comparison when you get new FluidMark working?

  3. Psolord

    Focus on consoles? wth?

    Also, do they use SSE now or do they stick with X87? Any news on AVX support?

  4. WacKEDmaN

    gonna have to check this out.. the new vehicle module looks interesting

    but…one thing i read that doesnt sit well with me..
    “GPU hardware acceleration in SDK 3.0 is only available for particles/fluids.”

  5. Arun

    Yep the same question as Psolord… Still optimized for consoles or is there any optimization done for the PC too

  6. Stefem

    @Psolord
    The PhysX SDK were compiled with SSE enabled since the release 2.8.4

  7. SoulWiz

    hi,
    I don’t know how to initialize PhysX 3. Somehow the paths of the libs are not as described in the documentation and I get some linking errors, but don’t know what I missed to link/include. Anyone here, who has a source code snipped to get the basic PhysX 3 to run? I mean the samples have so many overhead, I don’t really want to deal with them at the moment.
    Would be great if you post a link or something here, cause I can’t find anything in the www.
    Thank you!

  8. navyblue

    I work on Windows XP , Visual Studio 2010 and have the same problem as SoulWiz.

  9. harzemli

    i did instructions added lib and additional include directories.i wrote olny one code that is PxCreatePhysics with parameters but i couldn’t run.i had run time exception Debug assertion failed i searched everywhere at web but i couldnt find anything.what can i do.anybody help me this topic.waiting the yours suggestions…

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