Questions tagged [physx]

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

117 questions
0
votes
1 answer

PhysX Collision Filter with Dynamic & Static Rigidbodies

I'm developing a videogame engine and I'm implementing PhysX 3.4, specifically I'm currently working on Colliders Filtering and I've been testing the FilterShader() function (from this and this Nvidia documentation) with some colliders and…
LuchoSuaya
  • 77
  • 10
0
votes
2 answers

What is the trailing x

I noticed that their are a lot of technologies that uses X in their names like Directx and PhysX and X server ... is there a something common? Or is there any reason to choose X?
Wazery
  • 15,394
  • 19
  • 63
  • 95
0
votes
1 answer

Is there any way to allow a PhysX 4.1 CCT to slide down slopes using custom gravity?

By default, it seems PhysX sets the "friction" on your feet to infinity, so that calling move with a downwards force (like gravity) doesn't cause you to slide down when standing on a sloped surface. That's exactly the opposite of what I want though.…
henkle
  • 1
0
votes
1 answer

QT Creator integration with Physx

Is there any way to integrate Qt and Physx so i can use Physx inside Qt Creator?
0
votes
1 answer

Need to get positions fo object/body

I am using physx(latest version in windows) in visual studio code with c++. Currently working on physx sdk 4.1 - examples. I want to get output of an object/body and use it for another program. I have tried it's documentation and it's not…
Shivam Kumar
  • 191
  • 1
  • 5
  • 15
0
votes
1 answer

How to link and include PhysX 4.0 Extensions Library?

I am including the PhysX 4.0 SDK into my C++ opengl project, but I cannot use anything from the PhysX Extensions library like PxDefaultErrorCallback or PxDefaultMemoryOutputStream because I need to include the Extension library first. The problem is…
lui1000
  • 89
  • 1
  • 6
0
votes
1 answer

Can't create a quat from euler angles with yaw above 90 glm

Here's some background: I'm working on a game engine and I've recently added a physics engine (physx in this case ). problem is that my transform class uses euler angles for rotation and the physics engine's transform class uses euler angles. so I…
tomer zeitune
  • 1,080
  • 1
  • 12
  • 14
0
votes
1 answer

How to Connect PvD(Physx Visual Debugger) to another PC over a local network

First of all I want to ask is this even possible? (I feel like it is because its connecting through TCP/IP network socket) Im trying to setup my PvD so I can see the frames of a physx scene that is being run on another computer. Ive tried using my…
AXe
  • 1
  • 1
0
votes
0 answers

How do box collider collisions work mathematically?

I want to know how the Box Collider works in Unity. I have read all of the Unity documentation and PhysX documentation but there are not any detailed explanations as to exactly how they work (possibly because it's confidential IP). How does a box…
0
votes
1 answer

How to Define World Bound for PhysX in UE4?

I am trying to use PxBroadPhaseType::eMBP alogrithm for my ue4 project. As the document mentioned: PxBroadPhaseType::eMBP is a new algorithm introduced in PhysX 3.3. It is an alternative broad-phase algorithm that does not suffer from the same…
Noah Zuo
  • 98
  • 12
0
votes
1 answer

Issues creating meshes in Nvidia PhysX

I've constructed a quick python script that reads a wavefront .obj file and outputs the verticies and faces to files. I have another C++ function that reads these files and creates a mesh based of-of those. The issue that I'm experiencing is that…
davidpox
  • 135
  • 1
  • 5
  • 18
0
votes
2 answers

C++ Nvidia PhysX cannot convert PxFoundation to shared_ptr<>

Im trying to create a PxFoundation and save it in my member variable "foundation" which is a std::shared_ptr. However upon creating the object I get this: C2440: '': cannot convert from 'physx::PxFoundation *' to…
Kevin Kuegler
  • 75
  • 1
  • 10
0
votes
1 answer

Is it possible to make a 64 bit positioning system for Unreal Engine/Unity ?

I've been wondering if 1. Would a 64 bit positioning system make it possible to transition from earth to space and further to another planet, kinda like Kerbal Space Program but without the origin shifting so that real data could be derived from…
0
votes
2 answers

How to add friction to Unity HingeJoint?

I attach a rigidbody to a HingeJoint in Unity. It's attached no at the the center of an anchor of a joint. To stop it from falling I set Use Motor = true, Target Velocity = 0 and apply some force to the motor. However, this does not help, see…
Skyblade
  • 2,354
  • 4
  • 25
  • 44
0
votes
1 answer

Calculate raycast with specific PxRigidStatic object

I've a PxRigidStatic object loaded in PhysX. I want to calculate the intersection point between this object and a ray. In the documentation I've found the QxScene::raycast method but it works with every object loaded into the scene, so it hit also…
Jepessen
  • 11,744
  • 14
  • 82
  • 149