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 Nvidia Physx

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Delurin
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PostSubject: Nvidia Physx   Nvidia Physx EmptyWed 19 Oct - 3:30

We are looking into adding the Nvidia Physx into the multiverse engine when it becomes open source. Does anyone have any experience with Physx? or does anyone have any experience referencing C++ code from C#?
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neckro
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 19 Oct - 7:55

Meanwhile Bullet is open-source.

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Delurin
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 19 Oct - 8:58

I looked at bullet and it looked like physx would be easier to implement: I was already able to get terrain from the terrain editor to load into physx. And creating objects seems really easy. I am not a physics master so having it open source doesnt really help me. Do you have experience with Bullet?
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Tristan
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 19 Oct - 10:13

In my opinion, we need to strike a balance between ease of use and physics quality (if that makes sense?).

Of course, we want great physics to make realistic games, but we equally want even inexperienced developers to be able to use it with ease.

Just my two penny's worth.
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neckro
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 19 Oct - 17:03

delurin i don`t have coding experience but as far i have read, you need a " minimum requirement to support GPU-accelerated PhysX is a GeForce 8-series or later GPU with a minimum of 32 cores and a minimum of 256MB dedicated graphics memory. However, each PhysX application has its own GPU and memory recommendations. In general, 512MB of graphics memory is recommended unless you have a GPU that is dedicated to PhysX. "
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Delurin
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyThu 20 Oct - 8:28

That is for GPU accelerated...which looks like mostly cloth/water/particle effects. Which I don't think would be necessary. I think the physx engine is still faster (cpu only) than bullet. But if the consensus is to use bullet I am ok with that. Does anyone want to help me put together a physics module?
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Tristan
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyThu 20 Oct - 9:15

If I could code, I would help!

As a side note, having a well-reputed physics engine like Nvidia as our physics engine would make the platform look very good! It would be more likely to attract serious developers, meaning we could get some serious work done.
I appreciate that having the 14 year old "I wanna make the next World of Warcraft really easily" developers is good, and helps to build a good community, but having serious developers with good skills and ideas to bring to the table would also be excellent. We want Multiverse to look like (and it will be) a professional yet accessible platform.
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Delurin
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyFri 21 Oct - 0:20

It looks like BulletSharp is compatible with Axiom so I am going to look at that since I am not a C++ master.
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Tristan
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 22 Feb - 13:49

delurin wrote:
It looks like BulletSharp is compatible with Axiom so I am going to look at that since I am not a C++ master.

I know this thread is old, but did you ever look into Bullet?
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Delurin
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 22 Feb - 13:56

I did and ended up using it. Unfortunately I only needed it for a few things so it is not fully integrated. I just needed basic primitive to primitive interactions. I might revisit some time and post the code.
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Tristan
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 22 Feb - 14:07


Forgive me for asking any obvious questions:

Did the Platform have it's own 'thing', that Bullet replaced? If so, how does Bullet compare to the Platform's version?

And what do you mean by primitive to primitive interactions? What does Bullet actually do?
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Delurin
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PostSubject: Re: Nvidia Physx   Nvidia Physx EmptyWed 22 Feb - 15:53

The platform has its own collision handler I did not replace it instead used bullet as an addon to throw objects around the room and have it to those physics calculations.
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