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Latest PhysX Activity

@cgrant Thank you for replying

I known that kinematic actors cannot trigger the "onContact" function during collisions with other kinematic actors.

In fact, I attempted to call it within my PxQueryFilterCallback filter, but I received a warning stating that "onContact" cannot be used for kinematic-to…

3,666 views
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fido9dido
November 08, 2021 02:48 AM

I have a none flat terrain as a triangle mesh( vertex & index buffer) . how to define physics to it using PhysX

I am trying to find out how they did it in their Sample bridge

P.S I am not using Game engines.

I am fiddling with the code but I have no clue about what am I suppose to do

I have mesh cr…

3,794 views

@undefined Further reading has taught me that I copy the .h files into my project directory in most cases. 

Thanks so much for the assistance!

6,931 views

It depends on the size of real numbers wheather truncating makes sense, and also algebraic opeartion scale, accumulating loss of precision when consequently passing through them.

9,871 views

Thank you for the feedback @joej  For now I ended up using PhysX and will follow the suggestion to add user-specific callbacks for performance in the future. Even so, honestly it might be overkill, the number of objects actually interacting with the hulls is rather small, the way it gets resol…

8,928 views

I don't think the solver count is the the problem here.. it's just that each of my joints seems to about twice the distance apart that it should be…I guess I still don't get how to set up the joints properly..

5,304 views

Generally one would compose the shape as a set of connected convex shapes, as you say. But you shouldn't need “hundreds of triangles”. You would just approximate the general shape of your mesh with simpler primitives.

Generally the mesh that one uses for rendering is entirely unsuitable to be used a…

6,393 views
khawk
December 19, 2019 04:28 PM
NVIDIA Announces PhysX 5.0

NVIDIA has announced PhysX 5.0 with the release planned in early 2020. The latest release adds support for a unified constrained particle simulation framework. 

The new version includes Finite Element Model (FEM) to support deformable bodies, improved liquid simulations, and use of arbit…

3,852 views
On 7/9/2019 at 4:35 AM, alvaro said:

Why do you need the green spheres? Can you not calculate the buoyant force precisely, computing the water pressure at each face?

You sure can 

 

5,286 views
On 4/15/2019 at 10:11 AM, tbeaugelin said:

Also, new question, since Air Resistance is tied to Speed² (Fdrag =  0.5 * Cd * A * rho * v2 ), is it normal that I get crazy high values ? Speed is supposed to be in m.s-1 right ?

Speed should be in m/s. Also yes it can go high. …

6,002 views
Brunni
November 16, 2018 08:49 AM
Making an arcade racer like CTR

I always liked playing both Mario Kart (the most was on DS) and Crash Team Racing. There's just something fascinating with the mechanics of the game. I could play it endlessly, despite a small number of different circuits.

Actually I like racers in general. Two years ago I made a racer looki…

3,629 views
19 hours ago, Edy said:

Well, that's exactly how it works in my model. But as said, the final implementation depends on each specific model design.

Thanks for the big help.

My model is different as I said from above (I brought in the model in the Wikipedia page directl…

21,872 views

Hello fellow GameDevs, I'm developing a simcady-style vehicle physics model. Till now I've developed the Engine and  the Clutch Model (Thanks to Clutch Modelling topic from here). Till now I had been using Unity WheelColliders, but now I'l have to use…

2,978 views

Aside from just reading the code and trying to work out what is going wrong (and especially when your logic gets more complex), this is something I personally would probably be doing by the numbers: I.e. lots of debugging output, so you can pinpoint exactly when and why this is occurring.

As…

3,076 views
Car Spinout in Unity

How do I go about adjusting the tendency for a car to spinout in Unity? The standard assets car physics have drifting but no spinout. I read that spinout is caused by the rear tyres losing traction but I think rear traction is dynamic, not static. Does it depend on lateral velocity of the rear w…

4,809 views

You could look into other peoples game engines that use Kha, take a look at how they handle physics in their engines and what external libraries or plug-ins they use. You could always use some of their physics code in your engine.  

Heres a few you could use with Haxe  

Nape Physics(2D):…

3,972 views

Thanks for the tip, i just noticed

meshDesc.triangles.count = _indices.size();

it's triangle count, not index count.

2,579 views
Gon'Interactive
March 17, 2018 01:41 PM
Week #07 - Breaking stuff and Explosion !
Breakable object physics

Let's talk about physics in the game. We will introduce breakable glass, door and wall to the game to make things not only more alive but also give you more choice about your path to reach each level goal. A building is locked down ? Maybe you just jump through a win…

2,691 views

Context : Unreal engine 4 and Big Space ships with box collision.

 

What are the advantages one can get by using PhysX over say UE4's inbuilt sweep and collision system?

Is PhysX implementation used in Ue4 accurate enough to have player controlled, Deterministic, gameplay physics rat…

3,183 views

Hi!
How could I ignore the collision between an PxRigidDynamic and a PxRigidStatic? I got them on different groups and masks and I receive the collision between them on CustomFilterShader but I can't make them ignore the collision.

2,494 views

Yes..that is correct. As long as the platform doesn't change...ex going from PC to ARM etc..your serialize data should work on the same platform it was cooked on. So I don't understand the comment in regards to the cached file is better generated and used by one user.

 

4,688 views
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