Thursday, March 5th 2015
NVIDIA Frees PhysX Source Code
After Epic's Unreal Engine 4 and Unity 5 game engines went "free,"with their source-codes put up by their makes for anyone to inspect freely, NVIDIA decided to join the bandwagon of showering game developers with technical empowerment, by putting up the entire source-code of PhysX 3.3.3, including its cloth and destruction physics code, on GitHub. The move to put up free-code of PhysX appears to be linked to the liberation of Unreal Engine 4 code.
NVIDIA PhysX is the principal physics component of Unreal-driven game titles for several years now. There's a catch, though. NVIDIA is only freeing CPU-based implementation of PhysX, and not its GPU-accelerated one, which leverages NVIDIA's proprietary CUDA GPU compute technology. There should still be plenty for game devs and students in the field, to chew on. In another interesting development, the PhysX SDK has been expanded from its traditionally Windows roots to cover more platforms, namely OS X, Linux, and Android. Find instructions on how to get your hands on the code, at the source link.
Source:
NVIDIA
NVIDIA PhysX is the principal physics component of Unreal-driven game titles for several years now. There's a catch, though. NVIDIA is only freeing CPU-based implementation of PhysX, and not its GPU-accelerated one, which leverages NVIDIA's proprietary CUDA GPU compute technology. There should still be plenty for game devs and students in the field, to chew on. In another interesting development, the PhysX SDK has been expanded from its traditionally Windows roots to cover more platforms, namely OS X, Linux, and Android. Find instructions on how to get your hands on the code, at the source link.
56 Comments on NVIDIA Frees PhysX Source Code
Not all? Yet you said otherwise before. No, we cannot agree because it only exists in your mind. You claimed it, you have to bring evidence of it. Yeah, let's ignore that physx being FREE to use in windows games had nothing to do with it. Eye candy?! There are many games, like mass effects, that use CPU physx (no GPU, none) for their ENTIRE physics simulations. Rip it off, and the game won't have ANY physics in it, not just eye candy.
Actually, it's GPU physx that is used for eye candy. CPU physx is used for actual gameplay physics calculations, just like havok, bullet, etc.
Yes, you're right. For physx's GPU module to succeed, nvidia has to open it up, or else it'd remain just as niche as it is now, but then you say, that it causes a framerate hit. Do you know why that happens in GPU physx games? Because when you enable it in games, the amount of physical effects grow exponentially, meaning the amount of calculations rise too. Of course the framerate will dip. If the amount of effects didn't change between the off and on settings, then you'd actually see a framerate INCREASE after turning GPU physx on.
Why don't you download and run fluidmark and see for yourself. Choose a set amount of particles, say 10000, and try with both GPU physx on and off. You'd see that GPU physx, with the same amount of particles, is much faster.