Unity3D 如何在不需要 PhysX 运行时的情况下使用 PhysX?
当我考虑使用 PhysX 时,必须安装一个运行时,有点像安装 .NET。不过,我注意到 Unity3D 使用 PhysX,并且 Unity3D 插件安装相当简单,并且似乎没有添加第 3 方组件。这怎么可能?
When I looked at using PhysX, one had to install a runtime a bit like installing .NET. However I note Unity3D employs PhysX and Unity3D plugin installation is fairly simple and doesn't appear to add 3rd-party components. How is this possible?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(2)
作为合作伙伴,他们可能可以访问 PhysX 的特殊构建甚至源代码,从而允许 Unity 直接链接或与 PhysX 捆绑。仅仅因为核心技术以一种方式分发(例如最终用户运行时或 nVidia 驱动程序),并不意味着这是唯一的方式。
另请记住,PhysX 不需要硬件加速,并且本身可以充当软件物理引擎。
As a partner, they presumably would have access to special builds or even source code for PhysX, allowing Unity to link in or bundle with PhysX directly. Just because a core technology is distributed one way (say the end-user run-time or nVidia drivers), doesn't mean that that's the only way.
Also keep in mind, PhysX doesn't require hardware acceleration and can act as a software physics engine by itself.
从 phyx 3.x 开始,无需安装驱动程序,
http://physxinfo.com/wiki/PhysX_SDK_3.x
我认为他们可能已经重组了寻找 dll 的方式,而不要求将它们放入 windows 目录中。
As of phyx 3.x it's not necessary to install drivers,
http://physxinfo.com/wiki/PhysX_SDK_3.x
I think they might have restructured how they look for dlls to not require that they get dropped into the windows directory.