PhysXforQuest

NVIDIA PhysXforQuest Logo
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
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.
  • Rigid Body
    Single or multiple shape rigid bodies.
    All joint types including 6DOF, collision reporting, raycasting.

  • Materials
    Individual shapes can have materials that control various interaction properties such as bounce against dynamic and static objects.

  • 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.

  • SoftBody
    Simulation of volumetric deformable objects.

  • Heightfields
    Using a greyscale image to generate a physics collision mesh for high performance large terrains.

  • Fluids (and particles)
    Particle based fluids using either initial state or emitter based fluids.
    Fluids interact with rigid bodies, cloth and SoftBodies.

  • Character controller
    Game based rigid body collision system, collide and slide against walls, steps up stairs automatically.

  • Forcefields
    Generalized application of forces on rigid bodies.
    Infulence is performed inside primitve shapes which define the force field.


Newton's Cradle done with PhysXforQuest

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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Copyright © 2011 [4Front Technologies and StillDesign]. All rights reserved.

PhysX™, PhysX Accelerator™ and associated imagery are trade marks of NVIDIA® Corp., used with permission.
Quest3D™ and associated imagery is a product and includes trade marks of Act3D-BV, used with permission.