Nvidia releases PhysX source code on GitHub

news announcement:

Real-time physics technology in action: Nvidia’s PhysX Destruction demo from GDC 2013. The company has just made the source code of the PhysX SDK and the destruction and clothing libraries available on GitHub.
Nvidia is making PhysX SDK 3.3, its popular games physics system, available for free on Windows, Linux, Mac OS X and Android, including full source code access. The announcement was made at GDC 2015.
Now free for console and mobile as well as Windows
Integrated into Unreal Engine, Unity and Bitsquid Engine – the basis of Autodesk’s Stingray game engine – PhysX provides a broad range of features, including rigid body dynamics, collision detection and particles.
According to Nvidia, the technology has been used in over 500 commercial games, on multiple platforms.
Previously, only binary distributions were available, and the only one available for commercial use was for Windows. If you wanted to use PhysX on iOS, Android or a console, you had to pay.
Clothing and destruction systems also available
Nvidia is also making PhysX Clothing and PhysX Destruction available for free. The cloth simulation and destruction libraries are integrated into Unreal Engine and have been used in AAA titles like Bioshock Infinite.
Benefits for tools developers?
The benefits of source code access to PhysX for game developers are obvious, but it will also be interesting to see if PhysX technology finds its way into any offline tools.
There are already PhysX plugins for 3ds Max and Maya, and one of the main reasons for the widespreadadoption of the Bullet physics system in DCC software in recent years is that it is available open source.
Availability
To access Nvidia’s GitHub code repository or to download the Windows, Mac, Linux and Android PhysX binaries, you’ll need to join its GameWorks Developer Program.
The C++ source code for the CPU-based implementation will also be available in Epic Games’ repository, including the clothing and destruction libraries.
Read Nvidia’s announcement about the release of the PhysX source code
(Includes link to GitHub respository)
Download the PhysX SDK binaries from Nvidia’s website
Visit the Unreal Engine GitHub repository

Now to get this in blender :stuck_out_tongue:

Available for free or not is it compatible with blenders license ? also we dont even fully support all of bullets features i doubt we would try another physics engine before bullet is fully added.

Another death blow to BGE?:evilgrin:

Not sure how this should be related to this topic.

Currently the link nvidia’s press release goes to a giant 404 page on github.

Does it mention what kind of license it’s using?

from the article Nvidia releases PhysX source code on GitHub

LOL.
“(…) There are already PhysX plugins for 3ds Max and Maya (…)”

yes they are! :slight_smile: unfortunatelly they dont work on ATI cards though

@@Fweeb
to get access to their github page, you have to agree to their eula.

Well… that answers the licensing question, then. :slight_smile:

so the license is very much not compatible with blender or any other open source project then?

No guarantees. I’m not not going to register for their GameWorks developer program just to read the EULA, but the fact that this process even exists isn’t a particularly good sign.

How true… I’ve been waiting for concave and compound rigid bodies for a long time. Before anyone says it: NO!!! I don’t mean in the game engine and I can’t set the collision to mesh. Mesh collision is basically crap in almost all cases and is only good for popcorn popping simulations.

When do we get this stuff?:- Concave and compound rigid bodies outside of the game engine such as seen in this video around 10:30: https://vimeo.com/75594246

  • Notice I said outside of the game engine.

  • Bullet physics in Blender seems to be incredibly single threaded and thus SLOW.

I would like to see PhysX in Blender regardless though (even as an unauthorized addon). It would be a massive improvement over what we have now, unless it was to only get half implemented/integrated just like Bullet.

section 1, paragraph b
(b) modify those portions of the NVIDIA GameWorks Licensed Software that are provided in Source Code form solely (i) for purposes of compiling or integrating the same or portions thereof as Object Code into Games, Expansion Packs, and Demos related to same, or (ii) to correct any bugs or errors that You may identify in the NVIDIA GameWorks Licensed Software, each as subject to the further source code modification requirements as set forth below;

So you cant actually edit the source to fit your needs, only to fix bugs/compile issues.
If this is actually the case, i dont see any point in releasing the source code.
No way this is compatible with GPL.

Hi, the main problems is, it is Nvidia only.
BF never use a physics system only available for owner of a Nvidia GPU.

Cheers, mib

Isn’t bullet going the OpenCL route? What is the point of having yet another physics engine

I thought there were rumors some years back that Nvidia intentionally crippled the speed of PhysX for the CPU so people would be forced to buy their cards for large simulations.

Was this true by any chance and if so, is it still the case?

It’s not compatible with copyleft licenses like the GPL (Blender’s license).

Hi, the main problems is, it is Nvidia only.
BF never use a physics system only available for owner of a Nvidia GPU.

PhysX has some GPU features, but the core library is CPU-based and runs almost everywhere.

Oh, sorry for false information. :o

Mib