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Questions tagged [physx]

PhysX is a realtime physics engine SDK. It supports rigid body dynamics, soft body dynamics, ragdolls and character controllers, vehicle dynamics, particles, volumetric fluid simulation and cloth simulation including tearing and pressurized cloth.

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Simulating idle regulator for vehicles

I use PhysX vehicles for my vehicle simulation, however there is no idle regulator option available to use. I want to implement that to have correct overall engine behavior such as stalling and in the ...
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57 views

Unity: Make a moving rigidbody stop exactly at a given distance

I have an object that only moves along Z-axis, its rigidbody has a mass of 1 and a drag of 0.2. That object accelerates till MaxVelocity and then moves at that constant velocity in the Z-axis. When ...
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115 views

Simulate piston for forklift using PhysX 3.4 ( Unity 2018.3 )

I need to simulate a piston for a forklift, but I don't really know how to create an accurate physics model. The forklift ( a car with some wheel colliders ) should react to the force applied by ...
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1answer
63 views

Rendering PhysX Primitive Geometry in DirectX 12

I created a scene with two primitive geometries (Sphere and Box). Now I want to recreate what I see in the scene (PhysX Visual Debugger) in my game engine window, but I can't find any functions that ...
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1answer
545 views

Unity Profiling - Mesh.Bake PhysX CollisionData Doubling CPU cycles

I have a mob that, when it dies, spawns smaller versions of itself. When this happens there's a huge resource spike. The profiler narrowed it down to baking the meshes of the new objects. I have a ...
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0answers
429 views

How to add friction to Unity HingeJoint?

I attach a rigidbody to a HingeJoint in Unity. It's attached no at the the center of an anchor of a joint. To stop it from falling I set Use Motor = true, ...
3
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0answers
171 views

Handling of Slopes for a Character Controller

I recently moved from Bullet to PhysX to see if it would be a better solution for my game engine, and so far it is. The only problem that I'm having, which is part of the reason that I switched is ...
4
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4answers
273 views

Data flow with PhysX on a dedicated GPU

If there are 2 GPUs in a PC, one processing only graphics and the other dedicated to PhysX, what is the flow of the physics-related data? Let's say we're simulating an explosion and the PhysX ...
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0answers
190 views

How to apply specific torque to configurable joint in Unity

I have a torque vector that needs to be applied to a configurable joint connecting two rigid bodies. This joint configured in such a way, that it only allows angular motion around all 3 axes. Is ...
3
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1answer
374 views

In Unity3D (and PhysX), how do I calculate the products of inertia?

Since unity3d uses physx underneath the surface, obviously they share the same features. One of the features is the moment of inertia tensor - Unity3D one, PhysX one. Though, they use the diagonal ...
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1answer
1k 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 ...
4
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1answer
172 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 ...
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1answer
127 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 ...
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0answers
314 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 ...
8
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1answer
935 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
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1answer
351 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
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1answer
664 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
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1answer
433 views

How do I set shape density in PhysX 3.1?

I'm using PhysX 3.1. I need to give shapes different densities (there are several shapes for my single rigid actor). I know that the shape's density can be set by ...
3
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1answer
375 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
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1answer
148 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 ...
3
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3answers
2k 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 ...