PhysXforQuest

Version 1.0.12 has been released: 15 October 2011. Please see Downloads page and News.
PhysXforQuest is a plug-in to Quest3D of the NVIDIA middleware physics tool known as PhysX™.
The plug-in enables Quest3D developers to create content with physics. That is,
the objects in the scene behave with standard physics features such as collision,
dynamic motion and jointing.
Quest3D developers will be able to drag and drop the required channels into the
Quest3D channel graph to create physics objects, connect them to their 3D renderable
objects and then watch as the object interacts with other objects in the scene without
the need to develop their own motion control channels.
Quest3D developers currently have the choice of using the in-built collision channels
for Quest3D, ODE physics or Newton.
PhysXforQuest massively expands the physics capability and options that developers access.
PhysX includes runtime software drivers for physics as well as support for the PhysX
Accelerator hardware optimised for physics calculations. This system provides
for much more powerful physics and 3D rendering by off-loading physics from the
CPU to the PhysX Accelerator.
For further information refer to the NVIDIA web site.
If, as a Quest3D developer, you are developing product for games, visualisation,
general 3D, or simulation, the inclusion of PhysXforQuest in your toolset will greatly
expand the opportunities for implementing physics and for producing quality 3D content.
Trial Version Downloads
A trial version to evaluate PhysXforQuest is available from the Downloads page.
Full Version
PhysXforQuest is available by ordering via this site, please refer to the Order page (or see link top of page).
Overview of PhysXforQuest Features:
Current version 1.0.12. To view a detailed list of features, visit the Features page.
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Rigid Body
Single or multiple shape rigid bodies.
All joint types including 6DOF, collision reporting, raycasting.
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Materials
Individual shapes can have materials that control various interaction properties
such as bounce against dynamic and static objects.
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Joints
- Cylindrical Joint
- 6DOF Joint
- Distance Joint
- Fixed Joint
- Point in Plane Joint
- Point on Line Joint
- Prismatic Joint
- Pulley Joint
- Revolute Joint
- Spherical Joint
- Cloth
Tearable and Nontearable cloth, rigid body attachments, deformable objects and deformable
metal objects such as car exters to simulate dents in crashes.
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SoftBody
Simulation of volumetric deformable objects.
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Heightfields
Using a greyscale image to generate a physics collision mesh for high performance
large terrains.
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Fluids (and particles)
Particle based fluids using either initial state or emitter based fluids.
Fluids interact with rigid bodies, cloth and SoftBodies.
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Character controller
Game based rigid body collision system, collide and slide against walls, steps up
stairs automatically.
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Forcefields
Generalized application of forces on rigid bodies.
Infulence is performed inside primitve shapes which define the force field.
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Technical Support Information:
Technical support is provided only for the plug-in PhysXforQuest and not for any
PhysX™ related matters.
Please refer to the NVIDIA website, the developers site and NVIDIA PhysX forum.
NVIDIA currently requires developers who are using their SDK to sign up to the developer network, see the site.
Generally a developer will find the documentation and samples etc provided in the SDK to be extremely useful as part of implementing with PhysXforQuest.
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