带有自定义游戏引擎的Physx SDK

发布于 2025-01-22 05:38:51 字数 794 浏览 2 评论 0原文

那里有人熟悉NVIDIA Physx SDK(C ++)吗?我目前正在尝试将其绑在我的自定义C ++游戏引擎中,但是我发现互联网上缺乏材料。看来没人使用Physx,或者没有人再用自定义游戏引擎了。我的游戏引擎已经开发了10多年,并且通过多个物理API燃烧,包括子弹(不稳定),Tokamak(不稳定)和Havok(PC许可证一夜之间消失了,他们忽略了我的电子邮件)。

无论如何,我有几个问题,如果外面的人对此SDK有任何经验。

  1. Physx 5.0 SDK是否可用? NVIDIA网站声称自己是Omniverse的一部分,但我已下载&安装了Omniverse,并且没有提及Physx SDK。

  2. 除了Physx GitHub的“问题”部分,有人知道Physx开发人员论坛吗?还是任何好的教程或等等?我正在使用文档和样本作为指导,但这是一个缓慢的过程。

  3. 我目前正在尝试掌握碰撞过滤(着色器)。我注意到样品中的某些过滤器着色器使用外部变量,例如函数调用以外的查找表。如果要使用基于GPU的物理学,是否不限制过滤器着色器仅能访问这些功能中的局部变量?由于physx :: pxfilterdata仅提供16个字节可以使用,因此我试图弄清楚如何将所有引擎的碰撞属性塞入该小空间。基于GPU的物理学是否使用相同类型的着色器? SDK中是否有一个例子?

  4. 我在SDK中没有看到任何ragdoll示例。只有几个关节片段。我假设Physx能够模拟不错的ragdolls,但是除了一些低质量的YouTube视频外,我还没有看到任何东西。我的游戏基于角色,所以这将是一个破坏交易。

Is anyone out there familiar with the NVidia PhysX SDK (C++)? I'm currently trying to tie it into my custom C++ game engine, but I'm finding a dramatic lack of material on the internet. It seems that either no one is using PhysX, or no one is bothering with custom game engines anymore. My game engine has been in development for over 10 years, and has burned through multiple physics APIs, including Bullet (unstable), Tokamak (unstable), and Havok (PC license disappeared over night and they ignore my emails).

Anyway, I have a couple questions, if anyone out there has any experience with this SDK.

  1. Is the PhysX 5.0 SDK available? The NVidia website claims its part of Omniverse, but I've downloaded & installed Omniverse, and there is no mention of the PhysX SDK.

  2. Does anyone know of a PhysX developer forum, apart from the "issues" section on PhysX GitHub? Or any good tutorials or etc? I'm using the documents and samples as a guide, but its a slow process.

  3. I'm currently trying to get a grasp on collision filtering (shaders). I've noticed that some of the filter shaders within the samples use external variables like lookup tables that exist outside of the function call. If one were to use GPU based physics, would that not restrict filter shaders to only be capable of accessing local variables in these functions? Since physx::PxFilterData provides only 16 bytes to work with, I'm trying to figure out how to cram all of my engine's collision properties into that tiny space. Does GPU based physics even use the same type of shader? And is there an example of this in the SDK?

  4. I don't see any ragdoll examples in the SDK. Just a few joint snippets. I'm assuming PhysX is capable of simulating decent ragdolls, but apart from some low quality YouTube videos, I haven't seen anything yet. My game is heavily character based, so this would be a deal breaker.

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