Questions tagged [physx]

PhysX is a 3rd-party physics engine owned by NVIDIA and most commonly used in the video game industry.

117 questions
14
votes
2 answers

Changing a Spring Joint's resting length in Unity3d

According to Spring Joint's documentation, a spring's resting length (the length at which the spring won't try to pull or push together the two bodies it connects) is the distance that was calculated between the two bodies as the joint was…
Lucien S.
  • 5,123
  • 10
  • 52
  • 88
6
votes
1 answer

Native C API for NVidia PhysX 3.4

I am looking through the recently open-sourced NVidia PhysX 3.4 and all I find are C++ classes - is the a header version or wrapper API that is C only?
user2491
  • 83
  • 4
5
votes
2 answers

Unity different physics behaviour in different screen sizes

I'm working on a 2D top-down open-world game in which there is a character who can be moved by keyboard functions. The movement is caused by Rigidbody.AddForce(). The problem is that the moving speed is not the same in different screen sizes. Here's…
Bamdad
  • 726
  • 1
  • 11
  • 28
5
votes
1 answer

Conflict caused by #define macro and enum using same name

I am trying to integrate NVIDIA's PhysX into my Linux codebase. In some of its header files, it defines the following enums: physxvisualdebuggersdk/PvdErrorCodes.h struct PvdErrorType { enum Enum { Success = 0, NetworkError, …
Richard Williams
  • 291
  • 2
  • 11
4
votes
0 answers

3D CharacterController ride moving platforms in Unity?

I have a player controller script that I'm writing that uses the CharacterController component to move around and handle collisions. I've been able to implement basically every feature that I want except for moving platforms. Some things to…
4
votes
3 answers

How fast is PhysX on GPU compared to physics engines on CPU?

I have an application that is written to use the Bullet physics engine. I am running it on an Intel i7 2600K CPU with 8 cores. The application has to process millions of chunks of physics work, each of which can be done independently. It currently…
Ashwin Nanjappa
  • 76,204
  • 83
  • 211
  • 292
3
votes
0 answers

How does Unity determine the normal of a raycast hit?

I want to understand the algorithmic approach to getting the normal of a raycast hit in Unity. I understand the math/theory behind raycasting against a simple collider, but once that is accomplished, how does the engine actually traverse the mesh…
3
votes
1 answer

Physics [UE4]: Implement a "maximum compression" for vehicle-suspension

For a given vehicle, I implemented a suspension system on four wheels. The system is based on Hooke's Law. The Problem: The vehicle should not be able to touch the ground. When driving in a spherical container (inside), the suspension gets…
3
votes
3 answers

PhysX: Joint friction/"stiff" joints

I'm working with physx (trying to add ik to ragdoll) at the moment. For some reason, all ragdoll joints are frictionless, and as a result, ragdoll tend to "wobble", especially when it is hung in the air and is connected to several moving kinematic…
SigTerm
  • 26,089
  • 6
  • 66
  • 115
3
votes
1 answer

PhysX Terrain - Heightfield vs TriangleMesh

I'm working on a project in which I need to create a terrain in my PhysX application. As input data I have dted file (elevation). Which is the better way for create a terrain in PhysX? I need to have a large terrain. I have try to create an…
DaxDeveloper
  • 138
  • 1
  • 13
3
votes
1 answer

Mapping Ragdoll to Model (DirectX and .X file + PhysX)

I'm trying to create ragdolls using an engine delivered by my teachers. We use DirectX 10, the .X format as mesh file (using assimp and a closed parser designed by the teachers) and Nvidia PhysX. I've got working animations (mesh deforms oke) and I…
TheGoozah
  • 101
  • 4
3
votes
0 answers

How to "reuse" registered objects in PhysX?

My issue is that I want to reuse objects in a scene. Mainly I want to use the registered actor (in PhysX) with its data on another position, but not wanting to allocate new memory on the GPU. I cannot figure out which links or pointers I have to…
Stef
  • 31
  • 3
2
votes
7 answers

PhysX for massive performance via GPU?

I recently compared some of the physics engine out there for simulation and game development. Some are free, some are opensource, some are commercial (1 is even very commercial $$$$). Havok, Ode, Newton (aka oxNewton), Bullet, PhysX and "raw"…
javadude
  • 1,763
  • 1
  • 19
  • 38
2
votes
0 answers

How to install PhysX 5 SDK?

I want to build and experiment with latest PhysX demos, like with kaplademo before. So I found PhysX page, clicked Get PhysX 5 in Omniverse, installed Omniverse… And now what? I don’t see any PhysX SDK mentions. Where to find demos and sources for…
Mikhail M
  • 929
  • 2
  • 10
  • 23
2
votes
2 answers

How does Unity3D use PhysX without requiring the PhysX runtime?

When I looked at using PhysX, one had to install a runtime a bit like installing .NET. However I note Unity3D employs PhysX and Unity3D plugin installation is fairly simple and doesn't appear to add 3rd-party components. How is this possible?
Mr. Boy
  • 60,845
  • 93
  • 320
  • 589
1
2 3 4 5 6 7 8