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1answer
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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 ...
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1answer
73 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 ...
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1answer
122 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.
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1answer
167 views

How to set density for each shape in PhysX 3.1

I'm using PhysX 3.1 as my game's physics engine. One requirement is that I need set different density for each shape(there are server shapes for my single rigid actor). I know that the shape's ...
3
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1answer
195 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 ...
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1answer
118 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 ...
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1answer
781 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 ...