NVIDIA PhysX goes open source!

Posted on Thursday, March 05 2015 @ 13:16 CET by Thomas De Maesschalck
NVIDIA logo
Good news as NVIDIA is opening up its PhysX library. The company announced that it will be offering the full source code of a CPU-based implementation PhysX for free on GitHub for Windows, Linux, OS X and Android.

Interestingly, Epic Games made its Unreal Engine 4 open source earlier this week. The core game physics engine of Unreal Engine 4 is based on PhysX so perhaps NVIDIA made this move to appease Epic.
The PhysX software development kit (SDK) is already free on Windows platforms. We’re now extending this to include PhysX Clothing and PhysX Destruction, enabling game developers to easily create a more interactive gaming environment.

And starting this month, the PhysX SDK is available free with full source code for Windows, Linux, OSx and Android on https://github.com/NVIDIAGameWorks/PhysX.

The PhysX SDK is a proven solution for gameplay physics and simulation-driven effects. It is integrated into major game engines such as Unreal Engine 3 and 4, Unity, AnvilNext Engine, Bitsquid Engine, Dunia 2 Engine and REDengine.

NVIDIA PhysX Clothing and Destruction are integrated into the Unreal Engine 4. PhysX Clothing and Destruction effects can be seen in games such as: Batman: Arkham Asylum, Batman: Arkham City, Bioshock Infinite, Borderlands 2, Lords of the Fallen, Monster Hunter Online, Daylight, as well as upcoming titles such as The Witcher 3.

A major component of the NVIDIA GameWorks library, the latest PhysX version (3.3.3) is our best ever, with improved stability and performance. Features include constrained rigid body dynamics, collision detection, scene queries, character controller, particles, vehicles and much more.

The NVIDIA GameWorks library is supported by developer resources including authoring tools for 3dsMax and Maya and the PhysX Visual Debugger (PVD). Simple to use authoring tools are also available on the NVIDIA GameWorks webpage, along with tutorials that provide step-by-step instructions on how to create destructibles and clothing assets.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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