Monday, December 3rd 2018
NVIDIA PhysX Now Open-Source
NVIDIA PhysX, the most popular physics simulation engine on the planet, is going open source. We're doing this because physics simulation - long key to immersive games and entertainment - turns out to be more important than we ever thought. Physics simulation dovetails with AI, robotics and computer vision, self-driving vehicles, and high-performance computing.
It's foundational for so many different things we've decided to provide it to the world in an open source fashion. Meanwhile, we're building on more than a decade of continuous investment in this area to simulate the world with ever greater fidelity, with on-going research and development to meet the needs of those working in robotics and with autonomous vehicles.Full Source on GitHub.
Free, Open-Source, GPU-Accelerated
PhysX will now be the only free, open-source physics solution that takes advantage of GPU acceleration and can handle large virtual environments. It will be available as open source starting Monday, Dec. 3, under the simple BSD-3 license. PhysX solves some serious challenges.
PhysX SDK addresses these challenges with scalable, stable and accurate simulations. It's widely compatible, and it's now open source. PhysX SDK is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. It's already integrated into some of the most popular game engines, including Unreal Engine (versions 3 and 4) and Unity3D.
You can also find the full source code on GitHub. Dig in.
It's foundational for so many different things we've decided to provide it to the world in an open source fashion. Meanwhile, we're building on more than a decade of continuous investment in this area to simulate the world with ever greater fidelity, with on-going research and development to meet the needs of those working in robotics and with autonomous vehicles.Full Source on GitHub.
Free, Open-Source, GPU-Accelerated
PhysX will now be the only free, open-source physics solution that takes advantage of GPU acceleration and can handle large virtual environments. It will be available as open source starting Monday, Dec. 3, under the simple BSD-3 license. PhysX solves some serious challenges.
- In AI, researchers need synthetic data - artificial representations of the real world - to train data-hungry neural networks.
- In robotics, researchers need to train robotic minds in environments that work like the real one.
- For self-driving cars, PhysX allows vehicles to drive for millions of miles in simulators that duplicate real-world conditions.
- In game development, canned animation doesn't look organic and is time consuming to produce at a polished level.
- In high-performance computing, physics simulations are being done on ever more powerful machines with ever greater levels of fidelity.
PhysX SDK addresses these challenges with scalable, stable and accurate simulations. It's widely compatible, and it's now open source. PhysX SDK is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. It's already integrated into some of the most popular game engines, including Unreal Engine (versions 3 and 4) and Unity3D.
You can also find the full source code on GitHub. Dig in.
53 Comments on NVIDIA PhysX Now Open-Source
But, I didn't know TPU was doing this... I think it is missing quotes somewhere. :)
"Oh we have RTX now as our major exclusive selling point, NOW we can losen our grip on our bought up and locked down PhysX"
Seriously screw those guys.
Also big fat lol at this claim:
"NVIDIA PhysX, the most popular physics simulation engine on the planet,"
We'll see if AMD can accelerate PhysX now. I'm not certain the BSD license even lets them.
If I understand this correctly even cpu physX is now Open Source. And the bsd license is very permissive.
Translation:
"We're doing this because it does not generate any revenues for us any more."
Don’t get me wrong. I actually like PhysX. It is present in a lot more games than people think. I just don’t think actual usage is as high as Havok.
en.wikipedia.org/wiki/List_of_games_with_hardware-accelerated_PhysX_support
It is Wiki....
GPU accelerated PhysX did not catch on because it was only supported on NVIDIA hardware. Run the same code with an AMD card or Intel GPU and you get single digit frame rates (unplayable). Developers quickly stopped doing that because features based on it would be limited to a relatively small market of hardware. NVIDIA used GPU acceleration to sell more cards. That argument doesn't work anymore (and hasn't for quite some time).
Edit: There's over 2000 indie UE4 games: www.indiedb.com/engines/unreal-engine-4/games
physxinfo.com/index.php?p=gam&f=cpu