PhysX is a 3rd-party physics engine owned by NVIDIA and most commonly used in the video game industry.
Questions tagged [physx]
117 questions
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HeightFIeld divided into parts - PhysX
I have a terrain with a specific length and width, which take the information from he file bmp. With Shade of grey i can modify my terrain. Fine, it works great.
Here comes the problem.
I need my terrain divided into physically smaller parts,…
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Is it possible to compile VS project in debug version including breakpoints to be debugged via a different project?
I am trying to compile Nvidia PhysX source code in Debug mode. Then I am having another Visual Studio project that uses the PhysX project as an external one.
I want to debug the PhysX project via my main project starting from the breakpoints I am…

ffcatarino
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How is Unity3D Able to Compile PhysX?
Unity3D uses Mono to compile code to pure intermediate language for cross-compatibility (please correct me if I'm wrong). PhysX contains native code, some of which can't be represented in pure managed code (/clr:pure).
I am aware that you can't link…

Dyn0myte
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PhysX3: addTorque() and addForce() have no effect on a PxRigidDynamic
I have updated my project from PhysX2 to PhysX3 and after clearing most of the problems with different mathematical data types and other issues, I still have one issue remaining.
The problem is now that whenever I use addTorque() function, it has no…

Martynas Januškauskas
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How to realize animation of the PhysX Cloth in UE4?
How to realize animation of the PhysX Cloth in UE4, like this https://youtu.be/dviWZcphcIQ?t=18s ?
Where I can find sources of the project with same animation?

Arthur
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What is the difference between ridig static actor and kinematic ridig dynamic in Physx
They all look like static.
Don't move by the force.
And can be set position by program.

ywq
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Physx Dynamic Actor Motion
I have a dynamic spheres. How to enter it in motion? To then be able to bounce back from obstacles. Gravity disabled.
Do Not I use after x ++ y ++ in 3d and in the shape of a sphere actor.

user3756381
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MemoryOutputStream is not a member of PxToolkit
I'm trying create a PhysX actor w/ a custom mesh., following the official doc:
static const PxVec3 convexVerts[] = {PxVec3(0,1,0),PxVec3(1,0,0),PxVec3(-1,0,0),PxVec3(0,0,1),PxVec3(0,0,-1)};
PxConvexMeshDesc convexDesc;
convexDesc.points.count …

Vinz243
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NVIDIA GPUs and PhysX engine
How is the NVIDIA PhysX engine implemented in the NVIDIA GPUs: It's a co-processor or the physical algorithms are implemented as fragment programs to be executed in the GPU pipeline ?

Lucas
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PhysX - Get velocity of a controller
I'm using PhysX 3.3.0.
My character is a capsule controller and I need to be able to retrieve controller's actual velocity, which seems a lot harder to accomplish than it should be.
I've tried retrieving the velocity of the actor associated with the…

Silverlan
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PhysX deformable objects
Is there any way to model a deformable solid object using physx sdk? I have read in the internet that it is possible to do it using physx particle system. In the sdk's manual, it talks about rigid body and particles. So I imagined that the particles…

user1288289
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Leak of memory with PxMaterial
I found a memory leak in my code, but i can not figure out how to fix it.
When i loop like this:
for (;;)
{
physx::PxMaterial *pMaterial = pPhysic_physicsSDK->createMaterial(0.5f, 0.5f, 0.5f);
pMaterial->release();
}
I have memory overflow.…

Stas BZ
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(Ogre3d/PhysX/C++) - how to do draw debug visualization
Can you help me. I can not understand how to draw PhysX debug visualization in Ogre3D, together with normal objects.
I have the code for OpenGL, but i can not convert it to Ogre3d:
void RenderData(const PxRenderBuffer & data)
{
…

Stas BZ
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What is the correct way to create a vertex and index buffer from a physx cloth object
I'm trying to actually RENDER the cloth I created to the screen in DirectX11.
I used the PhysX API to create a cloth object and tried to create the vertex and index buffer accordingly. As far as I know the cloth object should be okay.
Here's my…

Dries
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PhysX - Stick controllers to kinematic actors
By default kinematic actors in PhysX will simply push controllers out of the way or ignore them:
http://youtu.be/2bJDOjFIrRI
This is obviously not the desired behavior for things like elevators or escalators.
I'm unsure on how to actually 'stick'…

Silverlan
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