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0
votes
1answer
43 views

How to load and render PhysX 3.3 heightfield

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...
0
votes
0answers
7 views

PhysX - Get velocity of a controller

I'm using PhysX 3.3.0. My character is a capsule controller and I need to be able to retrieve controller's actual velocity, which seems a lot harder to accomplish than it should be. I've tried ...
3
votes
0answers
45 views

How to raycast against a physx cloth mesh?

I'm using the PhysX 3.3 SDK in a application and mostly everything is working fine. However, I'm trying to develop a feature that would allow users to click on various actors in the scene and modify ...
0
votes
1answer
20 views

Disabling impact damage by Kinematic actor on non-dynamic destructibles (using NVidia APEX)

I have a destructible non-dynamic object at Apex scene and am hitting the object with a kinematic actor. I do not want it to be fractured by these impacts. Is it possible? PS: the impact damage is ...
1
vote
0answers
39 views

PhysX - Revolute joint around unit vector

I'm using a right-handed coordinate system with (0,0,-1) = forward, (1,0,0) = right and (0,1,0) = up. PhysX version is 3.3.0. I have a unit vector which represents the axis around which my actor is ...
1
vote
1answer
53 views

Where are the parameters to APEX destructible asset / actor documented?

The NxDestructibleAsset has parameters such as defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver ...
1
vote
1answer
206 views

How to make rigid bodies collide with Apex Clothing in PhysX for Maya

According to the [Apex] Clothing Overview section of the documentation: Colliding with Rigid Bodies Rigid bodies present in your scene will push clothing around roughly as you might expect. ...
0
votes
1answer
279 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
1
vote
1answer
104 views

Physx gravity not working as expected

We have been facing a strange issue with physx vehicles. The game behaves correctly in almost every situation: jumps, impacts, etc. Gravity is applied correctly downward. But when the vehicle is put ...
4
votes
1answer
152 views

What is the integrator used in PhysX?

What type of integrator is used in the PhysX engine? Euler? Runge-Kutta? I tried to look through the comments in the SDK header and source files. But, could not find any information about this.
2
votes
1answer
217 views

How do I set shape density in PhysX 3.1?

I'm using PhysX 3.1. I need give shapes different densities (there are several shapes for my single rigid actor). I know that the shape's density can be set by NxShapeDesc::density in PhysX 2.8, but I ...
3
votes
1answer
222 views

Simulate 'Shock absorbtion' with tire rubber in PhysX (2.8.x)

This is a kinda tricky question and I fear there is no easy enough solution, but I figured I'd hit SE up before giving up on it and just doing what I can. A machine I am working on has no suspension ...
1
vote
1answer
124 views

NxWheelShape Tilt with Vision(Havok) Engine and PhysX 2.8.x

A vehicle I am working on has front wheels that can tilt(lean) left and right as well as turn left and right. The turning was pretty easy, but there seems to be nothing on how to set a WheelShapes ...
2
votes
1answer
931 views

PhysX Capsule Character Controller floating above ground

I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and ...