PhysX, a set of physical computing engines developed by Ageia, in short, is to make objects in the virtual world conform to the physical laws of the real world so that the game is more realistic. PhysX can be computed by the CPU, but the program itself can also be designed to invoke separate floating-point processors (such as GPU and PPU) to compute, and because of this, it can easily perform physical simul
the mouse (ABS)
Static bool initnx () // This function initializes physx{// Initialize physicssdkNxphysicssdkdesc DESC; // device descriptor, used to specify the degree of data sharing between hardware and scenarios "?Nxsdkcreateerror errorcode = nxce_no_error; // call the error message returned by nxcreatephysicssdk ()/*Enum nxsdkcreateerror{Nxce_no_error = 0, // No errorNxce_physx_not_found = 1, // The physx
I don't know if anyone in the forum is using Y470.
People who use Y470 may have encountered the problem of PhysX physics-driven problems (Lenovo engineers actually say that my system is problematic.) I think it's impossible. )
Let's take a look at Y470 's graphics configuration.
Graphics card intel® HD Graphics Family
Memory 1795 MB
Manufacturer Association
Main graphics Nvidia GeForce GT 550M
Memory
Ageia's physx processor is the world's first physical analog processor (PPU), which removes the burden of a central processor for physical simulation. Physx PPU's design architecture is based on vertex-based multi-thread operations, allowing game developers to perform precise, smooth, and animated creations and motion simulations, such as hair, fabric, liquid, and fluid. Currently, ageia
Physx, one of the world's best physical engines, is gaining more and more attention after being acquired by NVIDIA, the graphics boss. Not long ago, NVIDIA released a graphics card driver supporting physx cuda, which officially announced to the world that the era of physical acceleration with graphics cards is coming.
Let's take a look at how to use
From: http://gputoaster.wordpress.com/2010/10/16/tutorial-1-kick-start-nvidia-physx/
Let's start
Main content of this article:
1) Create physx Context
2) initialize the graphic environment graphics environment
3) destroy physx
1) initialize physx SDK
Before using physxapi, you must initialize the SD
Anyway, writing 3D real-time programs from the ground up, although high, but huge trouble, ogre and physx have been quite mature in the past two years, rapid development is no better. but it is a little complicated to integrate. Record it here for future reference.
Ogre SDK vc8 version (I once tried to hard convert the SDK of vc7 into a project of vc8, and the result can be compiled in the past, but the execution crashes the machine, Khan)
The results of physx fabric simulation are stored in two important buffers: vertex buffer and index buffer, rendering can be easily implemented in the graphics library, both DirectX and OpenGL are relatively easy. Here we will introduce the implementation methods in the open-source graphics engine ogre.
Manualobject can be used to manually specify the vertex and index buffer of the rendered object. This is exactly what we want. The specific code is as
://www.hkepc.com /? Id = 1210 FS = Rell
NVIDIA integrated physx ProjectAMD wants physx skills !? NVIDIA promotional materials
Asked whether physx can be applied to ATI products, Manju Hegde pointed out that this is a very easy task, for example, the original ageia release completes the development of the new physx
A few days ago inadvertently saw PhysX open source, even their own leadership is happy, let the priest to download source code to ponder, by the way to do a few examples run up. The result is not chengxiang the source code on this nvidia github is removed, and the csdn,pudn is incredibly wooden. Finally still found in Ue4 source code, but get ue4 source or go to GitHub, more than 200 m, online related information is too little,: http://download.csdn.n
The reason I am missing this file is because of my physx if your physx is extracted from UE4 source code, the following error may occur, indicating that nvtoolsext64_1.lib is not found (this machine is a 64bit operating system)Then execute the ue4 directory Setup.bat, the file size is about 4G. This is all dependent lib files in the UE runtime environment.Files: nvtoolsext32_1.lib,nvtoolsext64_1.lib,libnvto
Physx Study Notes 2-import 3D models of the cloth System
In the physx cloth demo, the 3D model uses the. OBJ format.
Environment: Win2000,Physx installation package:Physx_6.11.01_systemsoftware.exe,Physx_2.6.2_sdk_core.exe,Physx_2.6.2_tools.exe
Question 1:Lesson1007.exe uses the cow. OBJ model of a cow,I made a simple box in 3dmax7. The export is cow. OBJ an
Recently, I used ogre + nxogre (a physical engine combining ageia physx and ogre) to create a racing game. I couldn't find any Chinese information on the Internet, so I reprinted this article and hoped to help myself and others.
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From:Http://blog.csdn.net/tonywjd/archive/2006/08/11/1052346.aspx
The game mainly uses several engines, the physical engine (physicsx SDK 2.3.2, the new version of novedex), and the graphic rendering engi
Physx
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By sssa2000
Contacts officially started todayPhysx, I 'd like to say a few simple words about this thing. This is a veryNBPhysical engine,Xbox360AndPS3All use this stuff.
PhysxThis engine is easy to use. I can't get it on his official homepage.SDKNow , You must register and submit an application before downloading. The latest official version seems to be2.5Version. I used the previously downloaded
2.4.4
.
I
[Linear velocity and angular velocity]The speed of the pxrigidbody is composed of linear velocity and angular velocity, which can be set by Setlinearvelocity and Setangularvelocity respectively. It is important to note that the angular velocity of a rigid body is always based on the coordinate system with the centroid of the rigid body as the origin.Assuming that the starting and ending points of a rigid body are pose1 and pose2, and the motion time is T, the velocity is calculated as follows:Li
;setrevolutejointflag (Pxrevolutejointflag::edrive_freespin, True);
}
Finally, if you want to set the axis of the joint, that is, axis in u3d, you need to calculate joint each anchor point.
Sets the orientation of the axis of the joint, which is the rotation of the two anchor points of the joint.
The default orientation of the joint axis in PhysX 3.3.4 is the x-axis, which is (1,0,0).
Assuming that the rotated axis is (a,b,c), we need to figure out
using the API functions provided by the Windows SDK GetAdaptersInfo () can obtain the network card name of all network cards, network card description, network card MAC address, network card IP, network card type and other information, and ip_adapter_info structure storage,
current GPU running frequency.Memory/memory: displays the current operating frequency of the video memory.Shader/shader: displays the current running frequency of the coloring unit.Default core frequency/default clock: displays the default GPU running frequency.(Default) memory/memory: displays the default operating frequency of the video memory.(Default) shader/shader: display the default running frequency of the coloring unit.
Battle and computing capabilities:Nvidia sli or ATI crossfire: w
Gets the network card MAC address, physical address of the current active stateWMIC commands:win32_networkadapter and Win32_NetworkAdapterConfiguration. Where the cmd command line executes:1. Wmic Path win32_networkadapter get Guid,macaddress,netenabled,physicaladapter, IndexNote:GUID: Connection unique identifier;MACAddress: Network card address;Netenabled: Whether the adapter is enabled, True is enable
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