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Вернуться   forum.boolean.name > Программирование игр для компьютеров > Blitz3D > 3D-программирование

3D-программирование Вопросы, касающиеся программирования 3D мира

Результаты опроса: Какую физику вы используете?
Open Dynamic Engine (ODE) 8 7.84%
Newton Game Dynamics 25 24.51%
Tokamak PhysicsLibrary 4 3.92%
Я не использую физику в своих играх 26 25.49%
PhysX 39 38.24%
Голосовавшие: 102. Вы ещё не голосовали в этом опросе

Ответ
 
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Старый 23.12.2006, 22:38   #76
jimon
 
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Re: Физика в Blitz3D

Render
я числам того юзера не верю
особенно про Havok fx который толком то и не вышел пока
 
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Старый 02.02.2007, 09:31   #77
moka
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Re: Физика в Blitz3D

Долбился я достать ФизИкс, не удалось, как и где? Поделитесь секретиком, пожалуйста.
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Старый 02.02.2007, 18:28   #78
Render
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Re: Физика в Blitz3D

Сообщение от MoKa
Долбился я достать ФизИкс, не удалось, как и где? Поделитесь секретиком, пожалуйста.
Попросить у меня . Либо скачать дему со всеми семплами и докой на Блитц.пп в моей ветке.
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Старый 13.02.2007, 17:57   #79
moka
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Re: Физика в Blitz3D

Render
Пожалуста, если не трафик, то вышли мне на [email protected]. Спасибо!
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Старый 14.02.2007, 22:22   #80
Render
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Re: Физика в Blitz3D

Сообщение от MoKa
Render
Пожалуста, если не трафик, то вышли мне на [email protected]. Спасибо!
Давай я закончу партикловую систему и доведу до ума команду для копирования тел. А потом вышлю .
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Старый 14.02.2007, 22:53   #81
Тарас Шевченко
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Re: Физика в Blitz3D

Сообщение от Render
Давай я закончу партикловую систему и доведу до ума команду для копирования тел. А потом вышлю .
И мне тоже пожалуста вышли как допишешь. [email protected]
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Старый 15.02.2007, 01:20   #82
HolyDel
 
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Re: Физика в Blitz3D

2Render: Описание врапера есть?
мну тоже скинь плз: [email protected]
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Старый 15.02.2007, 02:03   #83
SAF
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Re: Физика в Blitz3D

Сообщение от HolyDel
2Render: Описание врапера есть?
А какое описание для физического враппера ты хочешь?

Вот описание с офсайта движка:
General
Some deprecated visualization parameters have been removed from the NxParameter enum.
Hardware/Software Rigid Bodies
The cooking format for triangle and convex meshes has been changed. Please note that this new format is not backwards compatible anymore. If you would like to reuse old cooked mesh files, utilize the cooked mesh converter tool to convert these files to the new format.
It is possible to batch scene queries, see NxSceneQuery documentation.
Legacy support for NX_MIN_SEPARATION_FOR_PENALTY has been removed.
Use NX_SKIN_WIDTH instead, with a value of -0.5f*NX_MIN_SEPARATION_FOR_PENALTY.
There are two new flags to control the NxWheelShape functionality, see NxWheelShapeFlags.
Added support for restitution setting on joint-limit planes.
The profiler now exposes a number of named profile zones using NxProfileData::getNamedZone() that are always be available.
The result of overlapAABBTriangles() is now returned through a callback method.
XBox360 Optimizations and Fixes: 
Solver prefetching and cache optimizations to the VMX solver.
Optimization of static and dynamic shape raycasts.
Additional VMX optimizations for stackless tree traversals(triangle meshes)
Thread race condition fixes when allocating tasks
Hardware Scene Manager(HSM)
It is now possible to retrieve the results of specific compartments while the others are still simulating, see NxSimulationStatus and NxCompartment::fetchResults(). 
Software cloth simulation is only supported in the primary scene. As a result, attempts to create CPU cloth compartments will fail.
Compartments may use their own substepping settings rather than inheriting these from the primary scene.
Compartments now have a time scaling feature that lets time elapse in different compartments at different rates.
The HSM source code is no longer a dependency of HW source code.
Hardware/Software Soft Bodies
NxSoftBody - A new type of deformable object simulation, similar to cloth, has been added to the SDK.
Basic feature set: 
Resistance to stretching and/or volume deformation
Two-way RigidBody interaction and experimental two-way Fluid interaction (see NX_SBF_FLUID_COLLISION flag).
Rigid Body attachments
Damping and friction
Tearing

See the documentation for more details. 
Hardware/Software Cloth
Most getter functions of NxCloth (and NxSoftBody) can now safely be called between NxScene::simulate() and NxScene::fetchResults(). Exceptions are: getPositions(), getVelocities(), getStateByteSize(), and getShapePointers().
Cloth self-collision has been optimized.
Collision handling between cloth and triangle meshes has been improved.
There is a dirty flag for each buffer in NxMeshData that indicates if the buffer content was modified (see NxMeshDataDirtyBufferFlags).
NxClothMeshDesc::target has been removed. It was obsolete since cloth mesh cooking was unified in 2.6.3.
More range checks and warnings have been added to setter functions of NxCloth (and NxSoftBody).
The arguments to NxCloth::addForceAtPos() have been cleaned up. The force vector has been replaced by a scalar magnitude.
An experimental two-way interaction with Fluids has been added (see NX_CLF_FLUID_COLLISION flag).
Hardware/Software Fluids
It is now possible: 
To affect particles with forces and delete specific particles each simulation step, see the documentation for NxFluid::updateParticles(...)
To immediately retrieve the IDs of added particles, since the fluid no longer buffers particle creation. See documentation on NxFluid::addParticles(...) and NxFluidDesc::particleCreationIdWriteData.
For several fluids within a scene to share the same memory, if they have the same number of maxParticles and only some are simulated at the same time (useful when e.g. keeping some fluids sleeping because they are not visible).
To listen for fluid events through the new event notification interface, NxFluidUserNotify, which gives events regarding the fluid simulation.
To reserve space for a specified number of new fluid particles for each simulation step, see NX_FF_PRIORITY_MODE.
To retrieve information about fluid packets, see NxFluid::getFluidPacketData().
To query collision normals for fluid particles, if NX_FF_COLLISION_TWOWAY is not set, see NxFluidData::bufferCollisionNormal.
Redundant information was removed from NxParticleData and NxParticleIdData.
An experimental two-way interaction with Cloth and SoftBody has been added.
Fluid surface generation is not supported anymore.
Tools
The Visual Remote Debugger (VRD) has been improved with the following features:
Possibility to connect to existing scenes added.
Fluids support added.
SoftBody support added.
Memory allocation scheme changed so that the stream storage is continously increased, instead of doubling memory usage every time new memory is needed.
Picking now also works in the "Fly" camera mode.
The VRD visualizes broken joints as a circle with a cross.
Double-clicking a shape in the VRD now centers the camera on the center of the shape's bounds.
The VRD remembers its last position and size, and the sizes of the documents within it.
It is possible to listen for a callback from the SDK for when the SDK connects to the VRD, see API documentation for NxRemoteDebugger.
There is a new tool to convert cooked mesh files of previous SDK versions making them compatible with this release. The tool consists of the two following parts: 
Reader: A standalone static library to retrieve the mesh data of old cooked mesh files. This can be useful for developers who wish to do the re-cooking themselves.
Converter: A command line utility to convert specified files to the new format.

The tool is located in <SDK installation directory>\Tools\CookedMesh. Further information on the tool and its usage can be found there.
PhysXViewer - A tool to author tetrahedral meshes suitable for soft body simulation has been provied.
Basic feature set:
Imports Wavefront OBJ files EZ-Mesh, and NxuStream
Exports Wavefront OBJ, EZ-Mesh, and NxuStream
Supports real-time simulation of soft body meshes
Provides fine detail editing control of tetrahedral meshes
DirectX sample application with full source
Contains a source code library 'SoftBody' as a sample to demonstrate how to integrate soft bodies with real-time graphics deformation in a game engine
Max and Maya Plugins - Beginning with SDK 2.7 we will no longer deliver the Max and Maya plugins with the SDK release. Instead free downloadable versions of the plugins will be available from Feeling Software Website for PhysX users.
AGEIA PerfMon - An infrastructure for gathering PhysX processor and PhysX Engine events has been added. This tool is currently only available to internal developers using a special build.
Serialization
Serialization revised to support soft bodies.
Helper functions added to retrieve key/value pairs from user properties
EZ-mesh graphics file support added
Notification events provided when saving a physics collection
Support for endian modes reading and writing binary assets
Added utility function to auto-generate CCD skeletons for physics collections
!NOTE! Currently cloth and soft bodies will not serialize reliably once they have been simulated. It is best to serialize them in their intial state.
Vista Readyness

AGEIA PhysX hardware is an unclassified device according to Microsoft's hardware driver classification and certification process. The certification available to unclassified hardware is WHQL (Windows Hardware Quality Labs) signing. The hardware drivers provided in this release are WHQL signed for both Vista 32bit and Vista 64bit as well as for Windows XP 32bit and 64bit. 

By AGEIA's understanding of the Vista Certification process for applications, applications using the 2.7.0 runtimes will be able to obtain Vista Certification. We are continuing to work with Microsoft to clarify any potential issues which may arise for applications using the AGEIA PhysX runtimes.
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Software Runtime for Microsoft Windows Vista (32bit and 64bit editions; Pentium III / Athlon XP and higher only)
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only)
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Microsoft XBox360 (see below for development tools versions)
Sony Play Station 3 (provided by Sony)
Development
Microsoft Windows XP
Microsoft Visual Studio .NET 2003
Microsoft Visual Studio .NET 2005
Microsoft XBox360 development tools: 
October 2006 XDK (v4314)
October 2006 XDK (v4802)
December 2006 XDK (v4929.1)
Sony Playstation 3 development tools

Known Issues And Limitations


Linux

We at AGEIA are continuing to develop our Linux port of our SDK and PhysX runtime libraries. At this time, we estimate our Linux port will be available for testing in a future point release of the 2.7 SDK.
Hardware/Software Cloth
Triangle meshes and heightfields do not work correctly as cloth drains.
Changing the NX_SF_CLOTH_DRAIN flag after shape creation does not work correctly.
Metal cloth does not yet support cloth drains/valid bounds.
Two-way attachments between actors and cloth become instable when their densities greatly differ.
Hardware/Software Soft Bodies
Soft bodies do not yet support soft body drains/valid bounds.
Two-way attachments between actors and soft bodies become instable when their densities greatly differ.
Hardware/Software Cloth/Soft Body - Fluid Interaction
In this early version, the collision detection is performed on the host and the response has to be transferred back to the PPU which makes it potentially slow.
In this early version, each piece of cloth / soft body generates its own hash table. Thus, memory consumption increases linearly with the number of cloths / soft bodies.
For best performance, switch fluid collision on in one or very few cloths / rigid bodies.
Please also see the previous lists from 2.6.3 and earlier. 





What's New In AGEIA PhysX 2.6.3 
General 
This is a bugfix release.
Hardware/Software Cloth
Many behavior inconsistencies between HW and SW cloth have been fixed. Robustness of the HW cloth implementation has improved a lot. 
Cloth mesh cooking has been unified under a single cooking target NX_CLOTH_MESH_UNIVERSAL which can be used to create both SW and HW cloth instances. The targets NX_CLOTH_MESH_SOFTWARE and NX_CLOTH_MESH_PPU_ATHENA are obsolete. 
Cloth particles within drain shapes (NX_SF_CLOTH_DRAIN), or outside the bounds specified via setValidBounds()and the NX_CLF_VALIDBOUNDS flag, are automatically removed from the simulation. 
Many issues were fixed related to cloth attachments and collision filtering. 
Normals are now correctly computed when cloth is initially asleep. 
Collisions of cloth with rotated height fields are now properly handled. 
Performance
A few new SDK warnings have been added for inefficient or behavior-degrading usage of the API. 
Some new performance-related scene statistics have been included in the NxSceneStats2 class.
Documentation
A new User guide page explaining the connection between shapes, compounds and actors has been added. 
Some minor additions and fixes.
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Microsoft Windows Vista (32bit edition; Pentium III / Athlon XP and higher only) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit and 64bit editions) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony) 
Software Runtime for SuSE Enterprise Linux 10.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Red Hat Enterprise Linux WS 4.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2005 
Microsoft XBox360 development tools 
Sony Playstation 3 development tools 
SuSE Enterprise Linux 10.0 (alpha release) 
Red Hat Enterprise Linux 4.0 WS (alpha release)

Known Issues And Limitations



Below is a list of new issues and limitations; this is an addition to the list from 2.6.2. 
Hardware/Software Rigid Bodies
The information returned by getPairFlagArray is not complete. 





Release Notes - AGEIA PhysX SDK 2.6.2
27th October 2006
What's New In AGEIA PhysX 2.6.2 
Hardware/Software Rigid Bodies 
NxInitCooking() now saves the previous allocator and output stream references on a stack and reads them back when NxCloseCooking() is called. See API docs on NxInitCooking(). 
Contact callbacks for wheel shapes now work properly. 
Hardware triangle mesh collision algorithms have been improved.
Hardware/Software Fluids
Fluids can now run in software mode with complete feature set (PC Windows).
Hardware/Software Cloth
Cloth visualization has been added to the Visual Remote Debugger.
Hardware Scene Manager(HSM)
Shapes in compartments are now properly counted when getting the count from the master scene.
Performance
Performance of hardware triangle mesh collision has been futher improved. 
A new, expanded scene statistics API has been added, called NxSceneStats2, from which a number of useful statistics about the physics simulation may be extracted. 
Warning output via NxUserOutputStream now includes many performance-related warnings. 
A FW resource leak, which could cause degraded collision detection after extended periods of heavy activity, has been eliminated.
Serialization
Serialization of CCD skeletons now works properly.
Documentation
The Guide information on serialization has been revised. 
Several minor fixes and updates.
Tools
Cloth visualization has been added to the Visual Remote Debugger.
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Microsoft Windows Vista (32bit edition; Pentium III / Athlon XP and higher only) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit and 64bit editions) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony) 
Software Runtime for SuSE Enterprise Linux 10.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Red Hat Enterprise Linux WS 4.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2005 
Microsoft XBox360 development tools 
Sony Playstation 3 development tools 
SuSE Enterprise Linux 10.0 (alpha release) 
Red Hat Enterprise Linux 4.0 WS (alpha release)

Known Issues And Limitations


Below is a list of new issues and limitations; this is an addition to the list from 2.6.0. 
Hardware/Software Rigid Bodies
In firmware, long thin dynamic objects colliding with highly tessellated triangle meshes may exhibit artifacts due to mesh chunk size constraints. 
Releasing and then creating huge numbers of actors without intervening simulate calls may deplete memory resources and cause a crash.
Hardware Scene Manager(HSM)
In default, the primary scene is running in parallel with compartments for best performance. But it might potentially influence the stability of some features under some situations. A NxScene flag NX_SF_SEQUENTIAL_PRIMARY can be used to turn this default configuration off in order to trade off stability with performance.


Release Notes - AGEIA PhysX SDK 2.6.1
20th October 2006
What's New In AGEIA PhysX 2.6.1 
General 
This is a bugfix release.
Hardware Fluids
Hardware fluids performance is further improved. 
A bug fix in firmware. 
Hardware Cloth
A potential crash bug due to an initialization error is fixed. 
Hardware Scene Manager(HSM)
Now primary scene is run in parallel with compartments. 
The interactions between fluids and non-kinematic dynamic rigid body is disabled.  
Bug fixes in HSM.
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Microsoft Windows Vista (32bit edition; Pentium III / Athlon XP and higher only) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit and 64bit editions) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony) 
Software Runtime for SuSE Enterprise Linux 10.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Red Hat Enterprise Linux WS 4.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2005 
Microsoft XBox360 development tools 
Sony Playstation 3 development tools 
SuSE Enterprise Linux 10.0 (alpha release) 
Red Hat Enterprise Linux 4.0 WS (alpha release)


Release Notes - AGEIA PhysX SDK 2.6.0
28th September 2006
What's New In AGEIA PhysX 2.6 
Hardware/Software Rigid Bodies 
There is a new joint projection mode, NX_JPM_LINEAR_MINDIST, that uses only linear projection for improved performance. 
A new stack overflow protection scheme is in place, where too-large stack allocations are replaced by heap allocations when needed. If heap allocations are suddenly causing a slowdown, the threshold for this fallback can be set using NxFoundationSDK::setAllocaThreshold(). 
Fixed: Raycasts missing on the exact boundary of a heightfield. 
Fixed: Filtering does not work correctly with HSM. 
Fixed (SW): DistanceJoint will not work properly when attachment points coincide in worldspace. 
Fixed: No contacts generated in Capsule-Capsule collision when capsule segments intersect. 
Fixed: No contacts generated in capsule-convex collision when capsule penetrates convex. 
Fixed: CCD collision response in FW scenes. 
Hardware Fluids
Fluid collision improvements including support for a collision distance between fluid particles and rigid body geometry which is maintained during the simulation (NxFluidDesc::collisionDistanceMutliplier). 
A new method, NxScene::cookFluidMeshHotspot, allows for preparing static mesh, height field and convex shapes for fluid collision, preventing on-the-fly cooking. 
More information about particles including particle flags, IDs and notifications for particle creations/deletions. 
New runtime switches for degrading simulation fidelity on heavy system load. 
Fluids emitters are now attached to shapes not actors. 
A new scene flag NxSceneFlags::NX_SF_FLUID_PERFORMANCE_HINT. If set, fluid performance increases. However, static geometry is considered one simulation step late, which can cause particles to leak through static geometry potentially under certain conditions. 
Hardware/Software Cloth
Cloth metal - a combination of deformable cloth and nondeformable rigid body, useful for sheet metal and similar objects. This mode can be activated by attaching a piece of cloth to a rigid body via the NxCloth::attachToCore method. 
Cloth self collision is now implemented and can be activated by means of NxClothFlag::NX_CLF_SELFCOLLISION.
Hardware Scene Manager(HSM)
The HSM now uses Compartments, allowing the utilization of multiple PhysX cards in future versions. 
The interface of the HSM has been completely revised.
Performance
The performance of some scenes with many kinematic actors and/or a lot of broadphase activity has been improved. 
Fluid collision performance improved, especially for dynamic convex shapes.
Serialization
A new serialization library has been introduced called NxuStream 
This is a source code library with an easy to use interface. 
SampleAssetExport and SampleSceneExport demonstrate how to use this library. 
It is now possible to serialize to and from an XML file format, as a high speed binary file, and in COLLADA 1.4.1 physics.
Documentation
Many small corrections and fixes for the user guide and API reference. 
Information in the User's Guide pertaining to hardware has been concentrated in one place. 
User guide documentation for: 
Compartments 
Training programs 
Cloth Metal
Installer
The client installers have been replaced by a single client installer. This installer is based on the MSI/WISE installer which was distributed in the past. There is no longer an NSIS based installer.
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Microsoft Windows Vista (32bit edition; Pentium III / Athlon XP and higher only) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit and 64bit editions) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony) 
Software Runtime for SuSE Enterprise Linux 10.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only) 
Software Runtime for Red Hat Enterprise Linux WS 4.0 (alpha release; 32bit and 64bit editions; Pentium III / Athlon XP and higher only)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2005 
Microsoft XBox360 development tools 
Sony Playstation 3 development tools 
SuSE Enterprise Linux 10.0 (alpha release) 
Red Hat Enterprise Linux 4.0 WS (alpha release)



Known Issues And Limitations 
Hardware/Software Rigid Bodies
Objects may not get woken if they lose contact but their bounds still overlap. 
Objects may have difficulty falling asleep if they have alternating bounds overlaps with non sleeping bodies. 
Joint projection may cause instability in the D6 joint. 
joints may pull off each other when the mass relationship is not properly set up 
joints' behavior may differ when actors are in very small size. 
The software broadphase imposes a limit of 256k pairs. 
Hardware Fluids
Dynamic fluid - mesh shape collision isn't supported anymore. 
Dynamic convex shapes are limited to 64 planes for fluid collision. If a convex consists of more than 64 planes, only the first 64 planes are taken into consideration for collision. If this is the case it may happen that particles collide with the axis aligned bounding box of the convex shape. 
If fluid particles are located more than 32768*NxFluidDesc::kernelRadiusMultiplier/NxFluidDesc::restParticlesPerMeter units far from the world origin, collision and SPH computations will fail. 
If particles get trapped between two dynamic rigid bodies, they jitter within the penetration depth of the rigid bodies. 
Switching from no-particle-interaction mode to mixed mode or even sph mode can cause instabilities in the simulation. 
Fluids have a limit on the packet number. It's 1024. 
Max 4096 new Particles per time step can be added by the function of NxFluid::addParticles(). 
16 Mbytes are reserved on the PPUs external memory for cooked static collision geometry for fluids. If this is exceeded during runtime collision geometry is dropped and a debug message "Hardware heap ran out of memory" is generated. The call NxScene::cookFluidMeshHotspot can't cause this, since it only cooks data and doesn't transfer the data to the PPUs external memory yet. 
If more than 8192 static triangles are located in the range of a fluid packet, triangles will be dropped. A debug message is generated in this case. 
Hardware/Software Cloth
A self-collision enabled cloth can still intersect itself due to high relative velocities of cloth particles, small cloth thickness, multiple collisions with other objects or user interaction. 
Untangling is not yet supported. 
Collision handling between different pieces of cloth is not yet supported. 
Supported core bodies for cloth metal are boxes, spheres, capsules and compounds of spheres. 
The metal deformation is penetration based. This means that if the rigid body solver leaves a big penetration, the result looks more dramatic. Thus, in some range, the deformation is not predictable. However, the cloth is moved towards the colliding body by the penetrationDepth parameter at an impact so the penetration just varies around this value. 
The metal core actor's geometry is adjusted automatically. Its size also depends on the cloth thickness. Thus, it is recommended to choose small values for the thickness in metal mode. 
In general, metal cloth works well for close to convex shapes like barrels. For more complex objects like entire cars we recommend to decompose the objects into simpler parts. 
Attaching a low density actor to cloth in NX_CLOTH_ATTACHMENT_TWOWAY mode can cause unstable simulation. 
When the density of object collision with cloth is too high, the objects can easily penetrate cloth, even in very low speed. 
In some cases a cloth can slip through a concave corner or a valley edge during mesh or terrain collisions. (Workaround: Increase the cloth's thickness or bending stiffness) 
Hardware Scene Manager(HSM) 
dynamic triangle meshes are not supported anymore. 
Objects in compartments are not visualized. 
Hardware objects from different hardware compartments do not interact (i.e., cloth and rigid). 
Serialization
COLLADA does not retain all of the physics data in our SDK. It will not retain heightfields, wheel shapes, CCD information, cloth, fluids, or a number of other items that are not in the COLLADA 1.4.1 specification. 
Installers
The AGEIA PhysX SDK must be installed to run samples as they rely on DLLs contained within the main SDK installer.
Windows Device Driver
No known issues.
Tools
There is currently no support for content creation tools in the Linux SDK release.
Release Notes - AGEIA PhysX SDK 2.5.1
17th August 2006

 
What's New In AGEIA PhysX 2.5.1
General
The NxPhysicsSDK object is now reference counted, and thus all NxCreatePhysicsSDK()/NxCreatePhysicsSDKWithID() calls should be matched with an NxReleasePhysicsSDK() call. 
Hardware/Software Rigid Bodies
The following HW Rigid Body optimizations have been introduced. 
Improved mesh cooking 
Optimized narrow phase collision detection 
Optimized broad phase collision detection 
Optimized dynamics solver

These optimizations are expected to improve performance with no significant change to the behavior of the simulation. 
Windows Device Driver
Microsoft Windows XP 32bit and 64bit now supported. Allows for 32bit software which use AGEIA PhysX hardware to run on Microsoft Windows XP 64bit. 
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit and 64bit editions) 
Software Runtime for Microsoft Windows Vista (32bit edition) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit and 64bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows Vista (32bit edition) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft XBox360 development tools (August 2006 XDK v3529) 
Sony Playstation 3 development tools


Known Issues And Limitations


Below is a list of new issues and limitations; this is an addition to the list from 2.5.0. 
Windows Device Driver
Since the AGEIA PhysX Properties Control Panel Applet is a 32-bit DLL, it does not appear in the Control Panel automatically under 64-bit Windows. The user must enable 32-bit Control Panel icons for it to appear.
Hardware/Software Rigid Bodies
If shapes are added to an actor containing a single triangle mesh shape in a HW scene, collisions with the triangle mesh shape will no longer work. The problem lies in the transition from single shape actor to a compound, which means that compound actors can be created with triangle mesh shapes either by specifying all shapes directly in the descriptor, or by making sure that the triangle mesh is never the only shape in the actor. 
Release Notes - AGEIA PhysX SDK 2.5.0
30th June 2006

 
What's New In AGEIA PhysX 2.5
Hardware/Software Rigid Bodies
Sweep API - Allows swept shape queries against a scene. 
Active Transform Notification - Provides a list of actors which have been updated. 
Sleep Events - Provides a notification when an actor wakes up or goes to sleep. 
Kinetic Energy Based Sleeping - An improved criteria for deciding if an actor should sleep. This is now the default. 
Reduced overhead for sleeping actors. 
Contact Modification - A callback is provided which allows the user to modify contacts between the near phase and solver. 
Fine grained threading is now enabled on the PC - parallel near phase and solver. 
Version Controlled Cooking - Cooking is now versioned along with the runtime. 
New/Delete has been cleaned up in many places and all calls should now go through the user supplied memory allocator. 
Adaptive force improvements - The adaptive force optimization is now only applied to groups of objects which are in contact with a static object, for example a stack resting on the floor. 
The ratio property of a pulley joint is a force ratio rather than a distance ratio. 
The gear ratio of joints take into account the inertial properties of the bodies involved. This affects the way forces are propagated. 
All joint types and collision primitives have software fall backs in hardware scenes. 
Full contact callbacks and modifiable contacts available in HW scenes, but with substantial performance overhead. 
Up to 64K shapes, 64K bodies, and 64K D6 joints may be created in hardware scenes (but note the limitation below concerning active object counts.)
Hardware Fluids
Fluid surfaces allow triangle meshes surfaces to be generated for fluids on the PPU. Basic fluid surface feature set includes: 
Depth smoothing 
Multiple fluid surfaces associated with fluids
User defined particles supported 
Two Way Interaction - Fluids can now exert a force on a rigid body. 
NX_FF_ENABLED flag added - This allows simulation to be enabled and disabled for fluids. By default the flag is set. When turning the flag off (on NxFluid), the next fluid step is not carried out. Particles are not copied to the user buffers 
NX_SF_FLUID_DRAIN_INVERTED - Removed for performance reasons. There are workarounds to get the same effect.
Hardware/Software Cloth
Basic feature set: 
stretching and bending resistance 
two way rigid body interaction 
attachments 
damping and friction 
tearing 
pressure
Hardware Scene Manager(HSM)
Two way hardware rigid body and cloth interaction. 
Two way fluid and rigid body interaction. 
One way managed rigid body versus primary scene rigid body interaction, including: 
Software material table mirrored to the managed scenes. 
Software static meshes are paged to managed scenes. 
Group based filtering mirrored to the managed scenes. 
Ray cast results include query performed against managed scenes. 
Performance
Sleeping objects are much faster, not consuming any CPU in 2.5 
New friction model in 2.5 is somewhat faster, showing up in stacking scenarios 
Anisotropic friction, per-triangle materials and terrain height fields run somewhat slower than in 2.4 
All joint types but the D6 run somewhat slower in 2.5 
Hardware rigid body scenes consume more CPU cycles than in 2.4 
Running a scene on multiple threads now consumes memory proportional to the number of threads concurrently within the SDK rather than the number of threads which have entered the SDK since creation. 
Xbox 360 Optimization: 
VMX128 rigid body constraint solver. 
VMX128 cloth solver. 
VMX128 optimizations to box-box, convex-mesh and convex-convex collision detection. 
VMX128 midphase optimization for sphere-mesh, capsule-mesh, OBB-mesh 
VMX128 some small optimization for CCD.
PlayStation3 PPU only version significantly faster due to changes in Vector library.
Rocket
Updated interface using menu items in addition to onscreen buttons. 
Support for Cloth 
Support for Fluids 
Support for NxUStream 
(For details, see the Rocket documentation included in the Tools Installer)
Installers
With the high/low level split in the SDK, the source code installer will not contain sources for low level components 
2.5.0 includes a tools installer. For beta and beyond, it will include Rocket, a 3DStudio Max plugin and a Maya plugin. 
Tool developers can now specify the version of cooking they want to use. 
Applications no longer need to include the PhysXLoader (that is now in the System32 folder)
Documentation
Many small corrections and fixes for the user guide and API reference. 
User guide and API reference documentation for: 
Fluid surfaces 
Contact modification callback 
Sweep tests 
Active transform notification 
Sleep events 
Hardware scene manager
Cloth tearing and pressure
Mesh auto paging
Updates to the tutorials and samples pages.
Windows Device Driver
Support for PCIExpress Cards 
Supported Platforms
Runtime
Software Runtime for Microsoft Windows XP (32bit editions) 
AGEIA PhysX Hardware Runtime for Microsoft Windows XP (32bit editions) 
Microsoft XBox360 
Sony Play Station 3 (provided by Sony)
Development 
Microsoft Windows XP 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2005 (not supported, project files only)
Microsoft XBox360 development tools 
Sony Playstation 3 development tools

Known Issues And Limitations
Hardware/Software Rigid Bodies
Joint types other than D6, spherical and revolute are partially simulated in software. 
For HW D6 joints, Only angular orientation drive & linear position drive are supported, i.e. slerp drive & velocity drive are not supported. 
Wheel shape and joint parameters may need tweaking due to solver changes. 
Spherical and revolute joint behavior may differ from 2.4. 
All joint break limits are specified as a maximum impulse and might need to be adjusted. 
User break notification now reports an impulse which is clamped to the break impulse. 
The friction model has changed. It should now be somewhat stiffer. In addition friction is applied as soon as a contact is created. 
Mesh-Mesh collision detection is always performed in software(in particular PMaps). 
Mesh based height field collisions and height field collisions are performed in software. 
Wheel shapes are simulated in software. 
Mesh and height field collisions are performed in software if the mesh/height field has multiple materials defined. 
Anisotropic friction is partially performed in software. 
User contact reports and contact modification have quite a large performance hit. 
The result of sweep tests which are initially penetrating is currently undefined. 
Only boxes and capsules are supported by the sweep API as swept objects. (spheres are emulated as capsules of zero length). 
Sweep tests against planes, wheel shapes, and height fields are not supported. 
All sweep tests are synchronous(NX_SF_ASYNC is not supported). 
Trigger shapes do not take part in CCD (Continuous Collision Detection). 
The methods isSleeping() and isGroupSleeping() now return the same value. 
Contact forces are not reported unless NX_NOTIFY_FORCES is set 
Scene statistics no longer report the number and maximum number of contacts, axis constraints or solver bodies 
Hardware rigid body scenes support at most 4K active bodies. The following additional restrictions are expected to be removed or significantly alleviated during beta: at most 8K active shapes (shapes whose pose is linked to active bodies), 4K active joints, and 4K software fall back constraints. Note: these are counts for active objects, sleeping objects are not included in the limits.
The hardware broad phase supports at most 4080 actors. Broad phase runs in hardware only if the NX_SF_RESTRICTED_SCENE flag is set on the scene. Otherwise broad phase runs in software even in hardware scenes, and there are no size restrictions. 
Joint pose projection is not hardware accelerated 
Hardware convexes are limited to 32 vertices and 32 faces. Convexes will fallback to software above these limits.
Hardware Fluids
Maximum of 32767 particles per fluid. 
Only limited fluid surface depth smoothing is supported in hardware with filter size = 3. 
Silhouette smoothing for fluid surfaces is not supported in hardware. 
Fluid surface resolution is limited to no more than 256x256, so in the initial state, if the resolution is beyond the limitation, NxImplicitScreenMeshDesc::isValid() will give an assert error. But if this resolution is changed during application program running, it will be automatically clamped to the maximum value. 
Quadtree hierarchy mesh is not supported in hardware for fluid surfaces.
Two way interaction may be unstable with resting particle-RB-contacts. 
If the fluid hits packets which contain a high triangle density, fluid mesh cooking on the host might become the bottleneck. However there is logic to prevent detailed cooking when the load is too high. Also cooking is now taking place in a separate thread, which removes frame rate hick ups.
Hardware/Software Cloth
Convexes up to 120 planes 
Only cloth particle collision detection (no cloth triangle collision detection) 
< 1024 attached particles per cloth (limit might be removed before release) 
< 1024 colliding shapes (limit might be removed before release) 
Wild movement of the cloth in connection with high bending stiffness can get the cloth into an entangled state. It looks like the cloth would locally stick to itself. This is a local self collision issue. Workaround: reduce bending stiffness. 
Squeezing cloth between rigid bodies can cause jittering. Workaround: reduce cloth thickness. 
For small meshes (< 256 vertices) it is more efficient to merge several of them into one cloth than creating a cloth instance for each individual mesh. These meshes do not need to be connected (e.g. multiple leaves of a plant).
Hardware Scene Manager(HSM)
Only group based collision reports are supported by the HSM. 
Only a single managed hardware scene is supported by the HSM. 
Effectors between hardware actors are not supported. 
Actor and Shape pair flags not supported by the HSM. 
Scene stats for hardware objects controlled by the HSM are not supported. 
Hardware rigid bodies do not exhibit two way interaction with software objects under the HSM. 
Hardware objects from separate scenes do not interact(e.g. rigid body, cloth, fluids) under the HSM. 
Dynamic height fields mirrored into the cloth and fluid scenes will only supply 64 triangles, the rest will be silently dropped. 
Shapes mirrored into the slave scene(cloth, rigid body, fluids) will not be updated until they are mirrored/un-mirrored. This means if you change a shape property(e.g. sphere radius) the hardware objects will not be updated. 
In the hardware rigid body scene only dynamic objects are mirrored to the software scene.
Rocket
No known issues.
Installers
The AGEIA PhysX SDK must be installed to run samples as they rely on DLLs contained within the main SDK installer.
Windows Device Driver
No known issues.



Release Notes - AGEIA PhysX SDK 2.4.0
23rd February 2006
AGEIA PhysX SDK Build Component
What's New?
Documentation and Samples for new features. 
A number of smaller documentation corrections and clarifications. 
Platforms Supported

Development: 
Microsoft Windows XP (32bit editions) 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2003 with the XBox360 development kit. 

Not Supported for Development: 
Microsoft Windows XP x64 Edition (and all other 64bit editions) 
Microsoft Visual Studio .NET 2005 (project files not provided / not tested) 
Microsoft Visual C++ 6 (project files not provided / not tested) 
Known Issues and Limitations
The AGEIA PhysX SDK Build Component and AGEIA PhysX Software Runtime Component must be installed to run samples and training programs, since they rely on DLLs contained within the runtime component. 
Version

2.4.0 
AGEIA PhysX Software Runtime Component
What's New?
Dynamic vs Dynamic CCD support 
Support for heightfield shapes 
User thread control. 
Fine grained threading of the simulation(available only on XBox360) 
Additional overlap tests for shapes 
Hardware scene manager, allows fluids to interact with rigid bodies. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) 
Microsoft XBox 360 
Sony PlayStation3 (provided by Sony)
Known Issues and Limitations
The AGEIA PhysX SDK must be installed to run samples as they rely on DLLs contained within the main SDK installer. 
Version

2.4.0 
Hardware Rigid Bodies (AGEIA PhysX Driver)
What's New?
Many optimizations and Bug fixes. 
D6 joint support. The D6 supports the following features: breaking and signaling, angular orientation drive and gears, 
The simulation no longer locks up on firmware crashes. Instead a flag passed to fetchResults () which is set on an error. 
A new error reporting tool allows the driver to record the simulation state leading up to a crash to allow analysis and bug fixing. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card 
Known Issues and Limitations
There is a limit of 2048 D6 joints per scene. 
Only angular D6 drives are supported. All other types of drive are not supported. 
D6 joint pose projection is disabled. 
Version

2.4.0 
Hardware Fluids (AGEIA PhysX Driver)
What's New?
The AGEIA PhysX SDK now has a hardware scene manager, which allows fluids to be created in a software scene. The hardware scene manager takes care of mesh cooking and mirroring actors into the hardware scene. 
Support for more dynamic shapes in a fluid scene: convex mesh, box, capsule, sphere 
The following unimplemented API calls have been removed: 
NX_FF_MESH_INCLUDE_SEPARATED 
void NxFluid::setCollisionGroup(NxCollisionGroup group); 
NxU32 NxFluid::getCollisionGroup(); 
NxImplicitMesh* NxFluid::createSurfaceMesh(const NxImplicitMeshDesc& mesh); 
void NxFluid::releaseSurfaceMesh(); 
NxImplicitMesh* NxFluid::getSurfaceMesh(); 
NxFluid::getDynamicActorReactionSmoothing () 
NxFluid::setDynamicActorReactionSmoothing(NxReal smooth) 
NxFluid::getDynamicActorReactionScaling() 
NxFluid::setDynamicActorReactionScaling(NxReal scale) 
NxFluid::setOnSeparationAction (NxFluidParticleAction action, bool val) 
NxFluid::getOnSeparationAction(NxFluidParticleAction action) 
NxFluid::setOnCollision(NxFluidParticleAction action, bool val) 
NxFluid::getOnCollision(NxFluidParticleAction action) 
NxFluid::setOnLifetimeExpired(NxFluidParticleAction action, bool val) 
NxFluid::getOnLifetimeExpired(NxFluidParticleAction action) 
typedef NxU16 NxFluidGroup; 
void NxFluid::setFluidGroup(NxFluidGroup group) 
NxU32 NxFluid::getFluidGroup() 
NxU32 NxFluidDesc::onSeparation; 
NxU32 NxFluidDesc::onCollision; 
NxU32 NxFluidDesc::onLifetimeExpired; 
NxReal NxFluidDesc::dynamicActorReactionSmoothing ; 
NxReal NxFluidDesc::dynamicActorReactionScaling; 
NxReal NxFluidDesc::collisionGroup; 
class NxImplicitMesh 
void NxPhysicsSDK::setFluidGroupPairFlags() 
NxPhysicsSDK::getFluidGroupPairFlags() 
NxScene::setUserFluidContactReport() 
NxScene:: getUserFluidContactReport() 
NxImplicitMesh * NxScene::createImplicitMesh(); 
Void NxScene::releaseImplicitMesh(); 
NxScene::getNbImplicitMeshes 
NxImplicitMesh** NxScene::getImplicitMeshes() 
class NxUserFluidContactReport 
NxFluidCollisionMethod::NX_F_DYNAMIC_ACTOR_REACTION 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card 
Known Issues and Limitations
The maximum number of capsules are limited to 1024 in a scene. 
The maximum number of boxes in a scene is limited to 1024. 
Spheres are emulated as capsule of zero height, so they share the same limitation as capsules. 
Version

2.4.0 
Cloth 
What's New?
Software only cloth support (see the user guide for further details) 
Collision filtering. 
Support for tearing and pressure. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) 
Microsoft XBox 360 
Known Issues and Limitations
A cloth can bend too much and get stuck in itself. Workaround: use less bending stiffness or variate the bending stiffness over time. 
Version

2.4.0 
Tools
What's New?
NxuStream- Support for serialization of the physical scene. Supported formats include binary, Ascii(write only) and Collada 
Visual Remote Debugger - View the physical representation used by a game in real time and gather statistics and profiling information. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) 
Microsoft XBox 360 
Sony PlayStation3 (provided by Sony) 
Known Issues and Limitations
NxuStreamdoes not import Collada files created with other libraries correctly. 
Visual Remote Debugger connections must be enabled immediately after initializing the SDK, otherwise the connection is likely to fail (because object creation data, etc, is lost). For example: 
// Create Physics SDK ...

gPhysicsSDK->getFoundationSDK().getRemoteDebugger()->connect ("localhost", 5425); 
Reading profiler data at the same time the Visual Remote Debugger is connected is not supported. Profiler data will not be returned to the user when they call NxScene::readProfileData() if the debugger is connected. 
Version

2.4.0 
Release Notes - AGEIA PhysX SDK 2.3.2
6th January 2006
AGEIA PhysX SDK Build Component
What's New?
It is no longer possible for end users to load PhysXCore.dll from the application directory. The correct version is now loaded by PhysXLoader from "Program Files\Ageia Technologies" 
Installer improvements. 
Fixes to sample project files. 
Foundation.lib included with the XBox 360 installer. 
Lots of documentation improvements. 
Platforms Supported

Development: 
Microsoft Windows XP (32bit editions) 
Microsoft Visual Studio .NET 2003 
Microsoft Visual Studio .NET 2003 with the XBox360 development kit. Not Supported for Development: 
Microsoft Windows XP x64 Edition (and all other 64bit editions) 
Microsoft Visual Studio .NET 2005 (project files not provided / not tested) 
Microsoft Visual C++ 6 (project files not provided / not tested) 
Known Issues and Limitations
The AGEIA PhysX SDK Build Component and AGEIA PhysX Software Runtime Component must be installed to run samples and training programs, since they rely on DLLs contained within these components. 
Version

2.3.2 
AGEIA PhysX Software Runtime Component
What's New?
Improved convex hull generation algorithm(the old method is still available using a flag) 
Character controller fixes. 
Fix for distance joints not being breakable. 
Additional overlap/intersection queries. 
Fix for performance issues related to SSE denormal handling on some machines. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) 
Microsoft XBox 360 
Sony PlayStation3 (provided by Sony) 
Known Issues and Limitations
When statically linked(for example on XBox360) calling NxInitCooking() overwrites parameters set when calling NxCreatePhysicsSDK(). For example the error stream is reset. This occurs because the variables are shared when statically linked.
Workaround: Supply the same parameters to NxInitCooking() and NxCreatePhysicsSDK() 
In some cases convex hull generation can fail for degenerate input.
Workaround: Supply geometry without degenerate sets of points (edges and planes). Use the legacy convex hull generation(see NX_CF_USE_LEGACY_COOKER). 
Version

2.3.2 
Hardware Rigid Bodies (AGEIA PhysX Driver)
What's New?
Many bug fixes and optimizations. 
Fix getWorldBounds () for triangle mesh shapes. 
Driver error reporting in fetchResults() 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card 
Known Issues and Limitations
See the API references for details concerning which API functions are supported. 
At most 2000 shapes can be present in a scene at once (this includes both static and dynamic shapes). 
Precision limitations suggest that physics behavior may not be stable or correct more than 1000 units from the origin. 
Rigid body scenes occupy 32MB of memory on the card, so that absolutely no more than three scenes may be present on the card at once. 
The following is an important but non-exhaustive list of SDK features which are not supported: joints, continuous collision, contact notification, many debugging visualization, contact notifications, triggers, per shape skin width. 
Convex hulls are limited in this release to have at most 32 vertices and 32 faces. 
Using terrain meshes on hardware requires making use of the new mesh paging API. When a mesh is cooked, it is divided into a number of hardware pages, and these pages must be manually moved to the card by the application for any collision to take place.
The number of pages into which a mesh will be cooked is variable, and will depend on the degree of local convexity in the mesh. However, at least 500 triangles should fit into a mesh page, and the allocation of 16MB of mesh data supports 256 pages, which allows for the presence of more than 100,000 triangles on the card. Note that when a page is removed from the card, the space occupied by that mesh page is not freed until after the physics has been stepped. No data yet exists for the performance of paging meshes on and off the card; however as a baseline the raw transmission of a mesh page by DMA requires half a millisecond.
As in the software SDK, in the absence of ATT it is easy for thin objects to tunnel through the mesh; in particular collisions will not be detected with objects whose center lies beneath the mesh. 
Due to limitations of the friction model, objects sliding on a triangle mesh may not have correct frictional behavior. Per-triangle materials are not supported. 
Version

2.3.2 
Hardware Fluids (AGEIA PhysX Driver)
What's New?
Many bug fixes and optimizations. 
Fluid scenes are created in a special hardware scene. 
Fix to intermittent crash bug when adding a mesh to a fluid scene. 
Better input validation for the fluid mesh cooker. 
Driver error reporting in fetchResults() 
The Fluid can be configured with the new parameter "motionLimitMultiplier". The user can define how far a particle can travel during one timestep. This is important for tuning the memory size consumed by the static mesh cooked for fluid collision. The parameter effectively limits the maximal velocity of a particle. See the user guide for more details. 
If the user is interested in a more coarse simulation of fluids which supports sprays and puddles, but works less well on deep pools, he can choose this new simulation mode which alternates the simulation between simple particles (without inter particle forces) and SPH simulation. See NxFluidSimulationMethod::NX_F_MIXED_MODE and NxFluidDesc::simulationMethod in the documentation. 
Platforms Supported (Runtime)
Microsoft Windows XP (32bit editions) with an AGEIA PhysX Card 
Known Issues and Limitations
See the API references for details concerning which API functions are supported 
Collision detection only supported with static triangle meshes and convex meshes. 
The number of convex shapes interacting at the same time with one fluid is restricted to 1024 convexes. The user may add more dynamic convex actors to the fluid hardware scene, though. If more than 1024 convexes are moving within the AABB of the fluid, some will be ignored for collision. 
One dynamic convex is restricted to 64 triangles. If a convex with more than 64 triangles is added to the fluid hardware scene, some triangles are ignored for collision. 
The user can only provide one pre-cooked static mesh per fluid scene. All fluids added to the scene have to be compatible to the static mesh structure, i.e. have the same restParticlesPerMeter, kernelRadiusMultiplier, packetSizeMultiplier. 
Issue: Max PPU Connections (15): If multiple fluids are created, the maximal possible number of PPU connections can be reached. One connection is used for the static mesh interface (per scene), and one for each fluid created. If the maximum of connections is reached, the fluid creation returns NULL.
Workaround: Don't create too many scenes and fluids. A fluid hardware scene uses one connection and every fluid uses another one. 
Crashing call to createFluidHardwareTriangleMesh (): This call may crash if running out of PPU connections or PPU memory. 
Workaround: Try to save on hardware rigid body scenes and hardware fluid scenes, as well as fluids. Try to reduce the maximal number of particles for the fluids. A main issue might be the cooked fluid static triangle mesh size. 
Fluid memory consumption can be approximated as:
NxFluid: constant(~2.5Mb) + 11 * maxParticles * 64 Bytes
Triangle Mesh: Depends upon:- 
Cooked Geometry 
restParticlesPerMeter 
kernelRadiusMultiplier 
motionLimitMultiplier 
packetSizeMultiplier 

Fluids can be allocated from all of the cards onboard memory. However when hardware rigid bodies are used they compete for memory. 
Issue: Slowdown on creating and releasing fluids in a row: The reason for this issue has not been determined. This doesn't happen when releasing the scene too.
Workaround: Create fluids once and reuse them. Recreation may lead to fragmentation on the PPU memory, which is bad anyway. 
Version

2.3.2 
Old Release Notes / Changelog


		2.3 - 2005.08.15
		==================
		- XBOX 360, PS3 support. (may require files separate from windows installer package)
		- improved API reference documentation, doc comments.
		- new static vs. dynamic continuous collision detection based on CCD Skeletons
		- NxConvexShape introduced as independent class of NxTriangleMeshShape
		- NxWheelShape introduced for better raycast car support
		- added API to support selection between hardware and software implementation.
		- NxMaterial::programData API replaced with strongly typed spring member.  Behavior is unchanged.
		- debug rendering API simplified.  NxUserDebugRenderable removed, NxDebugRenderable interface class replaced by a simple struct.
		- more strict parameter checking in several places
		- removed raycast based CCD
		- removed FPU manipulation API functions.
		- intel assembly implementation of NxMath::sincos().
		- changed implementation of NxMath::rand()
		- replaced buggy TransformPlane() with correct NxPlane::transform() and NxPlane::inverseTransform().
		- added NxQUat::fromAxisAngleFast() and NxQuat::invert().
		- modified implementations for NxQUat::rot, invRot (), and ::transform().
		- removed NX_MF_CONVEX and NX_COMPUTE_CONVEX from NxMeshFlags of NxSimpleTriangleMesh
		- removed NX_NUM_SLEEP_FRAMES macro

		2.2, 2.1.3 - 2005.03.21

		==================

		- new abstract core implementation for hardware compatibility
		- lots of new features for the D6Joint.
		- materials API completely rewritten
		- new mesh cooking library.  Raw meshes must be preprocessed by the cooking library before being handed to the SDK.  This makes creation of meshes at runtime much faster.
		- new character motion controller library
		- new extensions library
		- new external utils library
		- Foundation SDK has been merged into the Physics SDK.  Specifically:
		    - there is no more foundation.dll
		    - the user must no longer link to foundation.lib
		    - API documentation for the foundation SDK is now part of the Physics SDK API documentation.
		    - the function exports of the foundation.dll are now exported from physics.dll
		    - the member functions from foundation shape API classes (NxSphere, NxBox, etc.) that were calling foundation exports have been removed.  Here is a list with  the corresponding replacement export that must be called by the user instead:
		        
		            Old Member Function								Replacement Function

		            NxSphere::NxSphere(unsigned nb_verts, const NxVec3* verts)			NxComputeSphere(sphere, nb_verts, verts);
		            NxSphere::NxSphere(const NxSphere& sphere0, const NxSphere& sphere1)	NxMergeSpheres(sphere, sphere0, sphere1);    
		            NxSphere::compute(unsigned nb_verts, const NxVec3* verts)			NxComputeSphere(sphere, nb_verts, verts);    
		            NxSphere::fastCompute(unsigned nb_verts, const NxVec3* verts)		NxFastComputeSphere(sphere, nb_verts, verts);    
		            NxBox::containsPoint(const NxVec3& p)					        NxBoxContainsPoint(box, p);    
		            NxBox::create(const NxBounds3& aabb, const NxMat34& mat)			NxCreateBox(box, aabb, mat);    
		            NxBox::computePlanes(NxPlane* planes)					NxComputeBoxPlanes(box, planes);    
		            NxBox::computePoints(NxVec3* pts) const					NxComputeBoxPoints(box, pts);    
		            NxBox::computeVertexNormals(NxVec3* pts) const				NxComputeBoxVertexNormals(box, pts);    
		            NxBox::getEdges()								NxGetBoxEdges();    
		            NxBox::getEdgesAxes()							NxGetBoxEdgesAxes();    
		            NxBox::getTriangles()							NxGetBoxTriangles();    
		            NxBox::getLocalEdgeNormals()						NxGetBoxLocalEdgeNormals();    
		            NxBox::computeWorldEdgeNormal(NxU32 edge_index, NxVec3& world_normal)	NxComputeBoxWorldEdgeNormal(box, edge_index, world_normal);    
		            NxBox::computeCapsule(NxCapsule& capsule)					NxComputeCapsuleAroundBox(box, capsule);    
		            NxBox::isInside(const NxBox& box)						NxIsBoxAInsideBoxB(box, box);    
		            NxRay::distanceSquared(const NxVec3& point, NxF32* t = NULL)		NxComputeDistanceSquared(ray, point, t);    
		            NxRay::distance(const NxVec3& point, NxF32* t = NULL)			sqrtf(NxComputeDistanceSquared(ray, point, t));    
		            NxSegment::squareDistance(const NxVec3& point, NxF32* t=NULL)		NxComputeSquareDistance(segment, point, t);    
		            NxSegment::distance(const NxVec3& point, NxF32* t =  NULL)			sqrtf(NxComputeSquareDistance(segment,point, t));    
		            NxCapsule::computeOBB(NxBox&box)						NxComputeBoxAroundCapsule(capsule, box);    
		            NxCapsule::contains(const NxVec3& pt)					NxComputeSquareDistance(capsule, point) <= radius*radius;    
		            NxCapsule::contains(const NxSphere& sphere)					NxF32 d = radius - sphere.radius; if(d> =  0.0f) return NxComputeSquareDistance(capsule, sphere.center) < = d*d; else return false;    
		            NxCapsule::contains(const NxCapsule& capsule)				contains(NxSphere(capsule.p0, capsule.radius)) && contains(NxSphere(capsule.p1, capsule.radius));
    
		Users will need to replace any calls to the old member function to the corresponding replacement function.    
		- NxProfiler class deleted
		- removed virtual NxProfilingZone * NxFoundationSDK::createProfilingZone(const char * x) = 0;
		- NxArray no longer derives from NxAllocateable
		- removed NxComputeVolumeIntegrals from API
		- removed obsolete Foundation/include/NxBlank.h
		- removed obsolete Foundation/include/NxList.h
		- added NxActor::getMaxAngularVelocity ()
		- added NxActor::get/setSolverIterationCount()
		- added Physics/src/Physics.h: contains #define's from /src/Nxp.h which are just used from inide the SDK and should not be visible from outside
		    all files in the /src including Nxp.h now include Physics.h
		- removed is...() (e.g. isBox()) functions from NxShapes and NxJoints
		    updated samples: added static castings for on NxShape and NxJoint to the appropriate type instead of calling the is function 
	        (e.g static_cast(s) instead of s->isBox())
	    - added NxPlane    NxPlaneShape::getPlane() const;
	    - removed methods deprecated in 2.1.2
	    - added NxScene &NxActor::getScene() const;
	    - added NxPhysicsSDK& NxScene::getPhysicsSDK() const; 
	    - added NxJoint& NxActor::getScene() const; 
	    - removed NX_INLINE  void NxFPU::NxSinCos(NxF32& c, NxF32& s, NxF32 f); 
	    - added NX_INLINE static void NxMath::sinCos(NxF32 & c, NxF32 & s, NxF32 f); 
	    - new NX_ACCELERATION force mode. - new getScene() method for objects contained in scene. 
	    - moved public enums from various classes to Nxp.h 
	    - new shape flag NX_SF_POINT_CONTACT_FORCE and NxContactStreamIterator::getPointNormalForce() for returning per-point contact forces. 
	    - improved validation in NxJointLimitSoftDesc::isValid() 
	    - added function NxGetValue(NxCookingValue). 
	    - motor for pulley joint 
	    - added NxU32 NxScene::setThreadAffinityMask(NxU32 mask) 
	    - replaced MIN_SEPARATION_FOR_PENALTY with NxShape::get/setSkinWidth(), and a global skin width parameter. 
	    - new 128 bit mask based collision filtering (NxShape::getGroupsMask(), NxGroupsMask) 
	    - new NxRaycastBit NX_RAYCAST_FACE_NORMAL for retrieving non-smoothed normals. 
	    - new method NxCapsuleShape::getWorldCapsule() 
	    - new method NxSphereShape::getWorldSphere() - new NxScene::getNbStaticShapes(), getNbDynamicShapes(). 
	    - new triangleIDs for raycasting. 
	    - removed support for pmap-less nonconvex nonheightfield mesh-mesh collision detection which was working poorly. 
	    - removed obsolete parameter NX_MESH_MESH_LEVEL 
	    - removed obsolete parameter NX_MESH_HINT_SPEED - removed NxActor::setDynamic(). Workaround: Create the initially static actor as a kinematic. Later turn off the kinematic state.

	    2.1.2  - 2004.11.08
==================

	    - more strict error checking
	    - multithreaded implementation - shape descriptors in NxActorDesc can now be allocated using a custom allocator.
	    - fluid API - NX_MESH_SMOOTH_SPHERE_COLLISIONS now disabled by default
	    - made mesh instances default to flat and not smooth sphere mode 
	    - removed neccesarily reentrant method NxContactPair::setPairNotify(NxU32). Workaround: use any of the several different ways to set actor flags.  
	    - actor group and actor group pair flags 
	    - raycast car support, including: - New + improved 'multipatch' friction implementation. Fringe benefits are that rare contact situations with multiple contact normals or materials-per-triangle are now handled correctly. 
	    - Capsule shapes now have a 'swept shape' mode that can be used to get raycast wheel behavior. This is enabled with the new NX_SWEPT_SHAPE flag in NxCapsuleShapeDesc.
	    - programData member in NxMaterial 
	    - NX_MF_SPRING_CONTACT flag of NxMaterial, and the appropriate code to emit suspension-spring-like contacts when this is enabled. 
	    - SampleRaycast car 
	    - Reworked applyForce code: 
	    - removed these methods of NxActor because they were causing user confusion (they were hoping that it did more than just read back what they have previously set...) setForce (), setTorque(), getForce(), getTorque()
	     The replacement for setForce/setTorque is calling addForce/addTorque just once (per frame).
	     The replacement of getForce ()/getTorque() is to keep track of the forces you add.
	    - removed the variables: NxBodyDesc::initialForce, NxBodyDesc::initialTorque. The replacement for initialForce, initialTorque is addForce/addTorque after creating the object.
	    - forces act over the entire time step, including all substeps
	    - NxMaterial's vectors are now in shape space not in actor space.
	    - added 3 new joint types: - Distance - Pulley - Fixed
	    - kinematics perform move over a whole step, not a substep
	    - added methods to add impulses and velocity changes 
	    - exception handling in SDK off, was enabled by mistake in 2.1.1
	    - implemented more material combine modes
	    - fixed a debug rendering crash bug
	    - fixed debug rendering extra lines and zero length lines bugs
	    - NX_VISUALIZE_COLLISION_NORMALS now defaults to zero.
	    - raycasting based approximate continuous collision detection (enable using NX_CONTINUOUS_CD)
	    - faster raycasting, now also supports segment queries
	    - 'one shot' scene collision queries
	    - added access to internal mesh data

	    2.1.1 - 2004.07.15
	    ==================
	    - convex-mesh collision detection
	    - convex meshes viewer scene
	    - broken joints deletion process cleared up
	    - raycasting against compounds fix
	    - NX_NOTIFY_ON_START_TOUCH bug fixed
	    - bugs related to jointing bodies to kinematics fixed
	    - crash fixed when switching body from kinematic to dynamic
	    - implemented contact and friction force feedback in contact report
	    - joints to kinematic bodies now projected correctly
	    - removed reduced simulation mode for joints
	    - made it possible to set a different number of solver iterations per body
	    - added adaptive force parameter - improved solver: bodies don't pop out of other bodies  as fast as before
	    - improved solver: non-reduced mode joints work better
	    - fixed rotating spheres and longs solver problem
	    - fixed solver instability on very thin objects
	    - visual C++ .NET project files 
	    - fixed several box-capsule contact generation bugs
	    - added more error messages regarding broken joints
	    - removed '#'-s in filenames of monster truck demos
	    - updated docs with more information on releasing actors and broken joints 
	    - added angular projection for revolute joints
	    - fixed some bias scaling related bugs in friction and joint setup code
	    - fixed uninitialized variable bug in viewer
	    - removed obsolete files from foundation
	    - extended ODF files to permit specification of joint projection
	    - fixed joint projection bug 
	    - fixed fat lines rendering bug in viewer 
	    - fixed some doc bugs 
	    - fixed bug regarding kinematic bodies going to sleep 
	    - fixed sphere joint limit visualization bug
	    - visualization flag for shapes, bodies, and joints 
	    - added docs on masses of trigger shapes 
	    - added FAQ section to SDK docs
	    - simplified versioning mechanism 
	    - renamed ShapeDesc::triggerFlags into ShapeDesc::flags. 
	    - fixed bug regarding deletion of trigger shapes 
	    - removed personal edition copy protection scheme
	    2.1 - 2004.05.15
	    =================
	    - Pulled  enums and typedefs out of classes. For example NxSomeClass::SOME_FLAG is now  NX_SOME_FLAG. 
	    - NxCollisionGroup changed from an enum to an int. 
	    - NxCollisionGroup 0 no longer has special meaning. Static-static collision detection is automatically  not performed. 
	    - Actors, Shapes and Joints now have setName () getName() methods for debugging convenience. 
	    - Removed support for dynamic meshes flag 
	    - Optimized mesh inertia tensor computation 
	    - Removed dynamic and default mesh classes from Foundation 
	    - Replaced NxUserTriangleMesh with NxSimpleTriangleMesh, changed the way meshes are provided to the SDK - User's meshes are now copied, not referenced 
	    - Materials are now stored in a global list and indexed by shapes, not actors. 
	    - New material per triangles feature (for all mesh-primitive combinations) 
	    - Added sleep velocity thresholds
	    - Changed SLEEP_LIN_VEL_SQUARED to SLEEP_DEFAULT_LIN_VEL_QUARED& also angular 
	    - Documented NX_MIN_SEPARATION_FOR_PENALTY in manual.
	    - Removed quaternion accessor functions and made elements public. 
	    - Added NxMat34::getColumnMajor44(), NxMat34::setColumnMajor44() for ez 4x4 graphics matrix conversion. 
	    - Added X get*() methods which return the matrix value instead of copying it to a destination address. void get*(X) methods are now  deprecated. 
	    - Fixed bug with kinematicactors (were generating useless contacts) 
	    - Fixed bug with raycasting against compounds (was returning internal compound shapes & wasn't testing collision groups) 
	    - RunFor() timing params are now scene properties. 
	    - Asynchronous API added. runFor is deprecated. 
	    - Removed NxUserContactReport::onPairCreated() due to performance concerns! Users must take care to      notice that their implementing code no longer does anything / never gets called!! We don't have a full replacement for this mechanism yet. For now NxScene::setActorPairFlags() is the  best bet. 
	    - Added CoreDump mechanism. 
	    - Maya exporter 
	    - ConvexMesh-ConvexMesh Collision Detection 
	    - Four new sample programs: SampleConvex, SampleGameLevel, SampleMaterials, SampleMeshMaterials 
	    - Got rid of NxActor's localToGlobalSpace, globalToLocalSpace, localToGlobalSpaceDirection, globalToLocalSpaceDirection . because the implementation transformed between the wrong spaces. To get the old behavior,  use this code: NxMat34 cmpose; actor->setCMassGlobalPose(cmpose); worldPositon = cmpose * bodyPosition;
	        //localToGlobalSpace bodyPositon = cmpose %    worldPosition;    
	        //globalToLocalSpace worldDirection = cmpose.M *    bodyDirection;    
	            
	        //localToGlobalSpaceDirection bodyDirection = cmpose.M %    worldDirection;    
	        //globalToLocalSpaceDirection To get the proper    behavior, use this code: worldPositon = actor->getGlobalPoseReference() * bodyPosition;    
	        //localToGlobalSpace bodyPositon = actor->getGlobalPoseReference() %    worldPosition;
	        //globalToLocalSpace worldDirection = actor->getGlobalPoseReference().M *    bodyDirection;    
	            
	        //localToGlobalSpaceDirection bodyDirection = actor->getGlobalPoseReference().M %    worldDirection;    
	        //globalToLocalSpaceDirection 
	     - Removed NxScene::enablePair, isEnabledPair. They are replaced by the  new get/setPairFlags (). The old behavior maps to  the new calls like so: /** 
	     enables or disables collision detection between a pair of actors. Initially all pairs are enabled. Collision detection between two shapes a and b occurs if: NxPhysicsSDK::getGroupCollisionFlag(a->getGroup(), b->getGroup()) && isEnabledPair(a->getActor(),b->getActor()) is true. Note: a and b may not refer to the same shape. */ NX_INLINE void enablePair (NxActor&,    
	        NxActor&,    
	        bool enable)                    { if (enable) setPairFlags(a,b, getPairFlags(a,b) | NX_IGNORE_PAIR); else            
	        setPairFlags(a,b, getPairFlags(a,b) & ~NX_IGNORE_PAIR);        
	        }            
	        /** Queries the value set by the above call. */ NX_INLINE bool isEnabledPair(NxActor&a, NxActor&b) = 0 {                    
	        return getPairFlags(a,b) & 1;        
	     }
	     2.03 - 2004.04.08
	     =================-B

	     AM Feb 20 fixed: inertia tensors of meshes are wrong -B
	     AM Feb 22 fixed: syntax error in NxQuat template's slerp code -B
	     AM Feb 22 fixed: setGlobalAxis/setGlobalAnchor in NxJoint and NxJointDesc transform to body space, while the local frames are documented as being in actor space, as they should be -B
	     AM Feb 22 releasing/in any way changing static actor doesn't notify its joints (incl: making it dynamic) == > workaround for now is to use NULL for static actors when jointing
	     -B AM Feb 22 fixed: Spellcheck api doc comments
	     -B AM Feb 22 new feature: kinematic motion of bodies
	     -B AM Mar 5 fixed: Several class doc comments are not immediately followed by the class declaration so doxygen ignores them.
	     -B AM Mar 02 fixed: Sleeping code is time step sensitive:  With small dt stuff goes to sleep unrealistically fast.-B AM Mar 05 fixed: Deleting while in bbox vis mode causes a crash
	     -B PT Mar 20 Fixed crash when running empty simulation
	     -B AM Mar 20 Improved capsule contact generation for parallell case. 
	     -B PT Mar 22 Additional parameter in NxActor::wakeUp

	     API Changes

	     - replaced bitfields with enum flags (impacts aniso friction and joints)

	     Other changes

	     - removed all templates except NxArray
	     - Added 3 new samples
	     - fixed various contact stream iterator problems
	     - updated docs with kinematic bodies infos
	     - added this change log

	     2.02 - 2004.02.19
	     =================
	     Collision SDK and RB SDK Merged
	     Substance SDK Discontinued
	     Most of the tech completely rewritten - hence no change list.

	     1.91 - 2003.07.07
	     =================
	     Rigid Body SDK: get hinge angle and velocity query, for both artic and lagrange .
	     Rigid Body SDK: fixed: penetration correction of lagrange jointed stuff is worse than articulated stuff
	     Rigid Body SDK: fixed: dense grid of contacts acts weird (Pierre showed that this is fixed but we have no good repro)
	     Rigid Body SDK: changed solver to no sub iters (5x faster), and correct bounce correction
	         -- now big stacks go to sleep slower    
	         -- boxes don't bounce up straight anymore
	     Rigid Body SDK: removed obsolete rigid sdk params
	     Rigid Body SDK: very redundant contacts are working.
	     Rigid Body SDK: stuff can be created in sleeping mode, even if jointed.
	     Rigid Body SDK: fixed: Articulations don't fall asleepCollision SDK: heightfield mode for meshes
	     Foundation SDK: fixed inplace matrix transpose bugCollision SDK: test cave configuration for terrains
	     Collision SDK: upgrated to opcode 1.3
	     Collision SDK: fixed a bug in mesh-mesh that didn't seem to be having any bad effects.  
	     Foundation SDK: all stl gotten rid of
	     Foundation SDK: array class with decent memory management
	     Viewer: vs7 build of viewer
	     Tools: flexporter was exporting spheres wrong (made them off-center with a nonzero offset)
	     Rigid Body SDK: fixed: the asymetry of the fixed and prismatic joint leads to breakage if the bodies are not ordered right (it creates a different response.)    Collision SDK: capsules integrated (Simon)
	     Rigid Body SDK: new contact solver combines Pierre's work
	     Rigid Body SDK: created fixed jointDemo: gears demo
	     Demo: bride demoRigid Body SDK: added bias for limits.
	     Collision SDK: fixed a bug in sphere-sphere penetration computation
	     Foundation SDK: Spelling Error in Nx.h: "usually becase you have passed"
	     Rigid Body SDK: Spelling Error in NxRigidBodySDK.h: "byt": Larger values may fix exploding systems byt introduces constraint error.
	     Collision SDK: fixed incorrect computation of box-sphere penetration in the special case of the sphere center being embedded in the box.
	     Rigid Body SDK: fixed a bug regarding the deletion of effectors not removed from scene
	     Rigid Body SDK: fixed a bug regarding removal of joints, bodies, and effectors from one of multiple scenes, where they were not added
	     Rigid Body SDK: fixed a bug regarding the duplicate addition of effectors to a scene
	     Rigid Body SDK: fixed a bug with non-invertable response of fixed articulation
	     Viewer: fixed non pow2 texture widths are loaded badly (jpg format)
	     Collision SDK: Fixed a bug in mesh vs. line
	     Collision SDK: Fixed a bug in heightfield vs. box
	     Collision SDK: Fixed a bug in mesh vs. plane
	     Rigid Body SDK: fixed explosion on constraining missing featherstone dofs.
	     1.9
	     All SDKs: Codewarrior compiler compatibility -- renamed overloaded method names
	     All SDKs: Professional Edition DLLs
	     Rigid Body SDK: Fixed a crash bug related to deleting certain joints or bodies
	     Rigid Body SDK: Completely rewritten solver
	     Foundation SDK: changed memory allocation in foundation, + other misc stuff so other SDKs don't have to link with foundation

	     1.8 - 2003.06.01
	     =================
	     Rigid Body SDK: gravity applied if group is not sleeping
	     Rigid Body SDK: normal forces have different magnitudes, not real normal forces, just an estimate (this is a problem)Rigid Body SDK: frict scaling params removed.
	     Rigid Body SDK: frict coeffs changed, new ranges
	     Rigid Body SDK: FAST linear time contact solver has good friction model!
	     Rigid Body SDK: FAST linear time contact solver!
	     Rigid Body SDK: add API method to purge limit planes.
	     Rigid Body SDK: applyImpulses () should checks f[i], and early outs if it is zero.
	     Collision SDK: sweep and prune broad phase, new NxBroadPhase
	     Collision SDK: caching of near phase results when there was no movement.
	     Collision SDK: redone exact mesh-boxCollision SDK: redone exact mesh-sphere
	     Collision SDK: fixed iterators in scene and shapeSet so that calling getNext () after hasMore() returns zero doesn't result in access violation. Actually, now hasMore () is redundant.
	     Viewer: changed default friction and restitution coeffs in viewer.
	     Viewer: don't pose change notify unless neccesary
	     Viewer: punching of bodies
	     Viewer: better mesh visualization

	     1.6 - 2003.02.21
	     =================
	     Viewer: delete bodies in viewer demos by right-dragging a body and then pressing delete.
	     Viewer: monster truck can now be driven even if some wheels have been deleted.
	     Viewer: tweaked monster truck car controller for torque based driving.
	     Viewer: Granny support for articulated characters ('ragdolls') (only available for Rad Game Tools Granny licensees)
	     Viewer: inertia tensor can be specified explicitly in the body block of an ods file
	     Viewer: Made a real collision veto joint in viewer
	     Collision SDK: fixed bug in mesh-box colldet (thanks to Jason Zisk of nFusion)
	     Collision SDK: mesh data structure can be visualized by appropriate setting SDK param.
	     Collision SDK: removed STL from hashGridSpace + optimized it a bit
	     Collision SDK: new contact groups methods, removed corresp. group methods from hashGridSpace.
	     Collision SDK: new pairwise contact disabling methods
	     Rigid Body SDK: hugely improved performance of hinge and prismatic joints, see the monster truck demo for an example.
	     Rigid Body SDK: NxBody::createClone()
	     Rigid Body SDK: customizeable damping in NxJoint, works only for chains of hinge and prismatic joints.
	     Rigid Body SDK: fixed defect in joint limit plane iteration.
	     Rigid Body SDK: fixed implementation bug of bool Scene::hasMoreJoints().
	     Rigid Body SDK: joint and body scene removal / addition / deletion error checking.
	     Rigid Body SDK: setVelocity / momentum only wakes bodies if the set vel is high.
	     More orderly shortcuts in startmenu.More demos.New licensing scheme (registry stuff goes to HKEY_CURRENT_USER, we don't mail reg files anymore.)
	     No more double precision libs shipped in personal edition (ask if you still want them)
	     updated docs

	     1.51 - 2003.01.09
	     =================
	     Fixed vsync slowdown problem in viewer
	     Frame rate limited to physics rate (usually 50 Hz)
	     single precision floating point DLLs for collision SDK and RB SDK(F32 suffix)
	     doc bug fixes

	     1.5
	     ================
	     Substance SDK
	     userErrorStream has new reportError member
	     Foundation SDK as DLL
	     substance SDK support in viewer
	     breaking joints was broken in 1.45, fixed.
	     mesh-box collision detection implemented
	     matrix ops of the form Mx::op(A,B) first write to a temp object in case A.op(A,B) is called.
	     also same for vector cross product.
	     fixed bug regarding edge-edge colldet penetration depth compute.
	     improved mesh-sphereadded fracturable vase and road blocks to monster truck demo

	     1.45 - 2002.12.02
	     =================
	     updated simple demos
	     added colldet block and sim params block to demo scripts.
	     obstacle support removedmass = 0 bodies can have material properties
	     getBodies method in NxJoint
	     fixed hashspace problem
	     solver params settable from scripts
	     fixed box-box bugstuff stuck in air now wake up
	     thin rod spin limiting by max angular velocity
	     joint support improved for Juice

	     1.44 - 2002.10.30
	     =================
	     mesh-mesh collision detection added
	     mesh-sphere collision detection addedmesh-line collision detection added
	     mesh-plane collision detection added
	     internal parameters exposed
	     doc bugs fixed
	     full screen mode put back
	     box-sphere collision penetration depth fix
	     isAttachedByJoint typoNxSphere, etc. can have release() called on it directly.

	     1.431
	     =================
	     mass adaptive drag force strength in viewer

	     1.43 - 2002.10.15
	     =================
	     additions and fixes in viewer and rigid body documentation (thanks to Nate and Pierre)
	     memory leak fix in viewer (thanks to Mete)
	     domino demo failureincluded Pierre's new toboggan demo

	     1.42 - 2002.10.08
	     =================
	     fixed installer problem (DLL placement)

	     1.41 - 2002.10.03
	     =================
	     memory manager issues
	     readme for max exporter
	     shortcuts to viewer doc and projects
	     readme file correction

	     1.4 - 2002.08.25 
	     ================
	     first public SDK release

	     ==EOF==
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Старый 15.02.2007, 02:26   #84
Vovan_X
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Re: Физика в Blitz3D

А как с подвеской Render Помоги есть модели а подвеску я не могу собрать я ещё плохо знаю PhysX Вышли если есть на этот адрес [email protected]
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Старый 17.02.2007, 03:22   #85
Render
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Re: Физика в Blitz3D

Всем сюда http://www.boolean.name/showthread.p...2890#post32890
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Старый 08.04.2007, 00:47   #86
LD
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Re: Физика в Blitz3D

Render - вышли мне пожалуйста библиотечку физики на [email protected]... Или постучись в асю - 394919374....
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Старый 08.04.2007, 14:01   #87
Render
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Re: Физика в Blitz3D

Дык скачай сам
http://rubux.swargo.com/rus
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Старый 09.04.2007, 14:06   #88
Vovan_X
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Re: Физика в Blitz3D

А ключик как получить на PhysX.

Render Вышли плиз мне на адрес [email protected]. ато на пять минут времени хватает.
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Старый 09.04.2007, 15:54   #89
haedim
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Re: Физика в Blitz3D

тебя надурили ... у меня хавок в 13 метров
Jimon, а он у тебя вообще есть?, он ведь вроде бы коммерческий :-/ . Если уже нет, то как его достать?
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Старый 09.04.2007, 16:19   #90
jimon
 
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Re: Физика в Blitz3D

Dim3D
ну есть, и что ?
как достать ? купить
 
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