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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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Starting in Unity 2022.3 versions, this started happening - In my scenario, I have a ball bouncing on a surface (e.g on concrete) and no matter what the friction values are, the ball basically ignores ...
Omer Simchoni's user avatar
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I'm trying to implement the https://gafferongames.com/post/fix_your_timestep article but I have jitter on the position interpolation. video of the problem I have the following PhysX manager class ...
Mike F's user avatar
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It's probably senseless to post my code because it simply takes a hard-stop approach when it encounters anything in the grid that is impassable (well, I've attempted to check -20/+20 deg, then -40/+40 ...
iPaul's user avatar
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How a character controller's skin width is implemented? I have a custom server with a traditional heightmap for terrains but when it comes to regions sitting on the terrain, I rely on 3D voxels that ...
iPaul's user avatar
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I am creating a game using PhysX as the physics engine and I have a function which checks the overlapped bodies based on a sphere geometry. When there are overlapping bodies I just set a force on them....
Mike F's user avatar
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How does PhysX define/calculate the distance from the center of mass where we apply the force to produce a torque?
RhinoPak's user avatar
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I am developing a game and using OpenGL for graphics API and NVidia PhysX for the game's physics. Recently I implemented skeletal animation from this site. The objects are read using assimp which ...
Mike F's user avatar
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I have few actors with custom, non convex geometry (mesh) created using PxRigidActorExt::createExclusiveShape and a lot of actors with ...
Raffallo's user avatar
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I have a rigid body component which has a field named enableGravity. This flag is synchronized with Physx objects before simulation: ...
Gasim's user avatar
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I have a rigid body with sphere shape attached and a static collidable box. When sphere hits the box at an angle, for some reason, the angle that it bounces off from is really small: https://imgpile....
Gasim's user avatar
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I am using NVidia PhysX in the game that I'm developing and I stumbled upon a math problem. I need to retrieve Yaw, Pitch and Roll from the orientation quaternion stored in the rigid body of some ...
Mike F's user avatar
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1 answer
408 views

For a game that I am developing I moved from Bullet physics to NVidia Physx. The problem that I have is the following. I used to have a translation from bullet's rigid body orientation quaternion to ...
Mike F's user avatar
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I'm trying the collision detection example in SampleSubmarine and I'm having a problem. As shown in the picture, when Plane and Sphere collide, the break is made at int a = 10 of the onContact ...
문형준's user avatar
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I have 2 Meshes and I want to add physics to them. The first is a primitive box, the second is a terrain. The box and terrain are made with DirectXMath Using the PhysX library, I made a copy of the ...
ma1169's user avatar
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I'm a bit confused on how to implement an allocator for my game engine. I'm currently trying to implement PhysX for the physics in my game and it requires an implementation of an abstract allocator ...
Sammi3's user avatar
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My question is clear: I have a mesh defined by its vertices, index... I want to transform it to a heightfield, if someone can provide some example or link to, I will really appreciate. Thank you very ...
Brahim's user avatar
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2 votes
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64 views

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 ...
Vitaly Varyvdin's user avatar
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1k views

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 ...
40detectives's user avatar
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499 views

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 cargo ...
Leopoldo Juárez's user avatar
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1 answer
645 views

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 ...
Veasst's user avatar
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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 ...
Jesse Williams's user avatar
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675 views

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, ...
Skyblade's user avatar
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4 votes
1 answer
680 views

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 ...
BlueSpud's user avatar
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4 votes
4 answers
441 views

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 ...
NPS's user avatar
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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 ...
IlliakaillI's user avatar
3 votes
1 answer
658 views

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 ...
tomsseisums's user avatar
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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 ...
Liordino Neto's user avatar
4 votes
1 answer
252 views

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 ...
user3271579's user avatar
1 vote
1 answer
150 views

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 ...
Semih Kekül's user avatar
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430 views

I'm using a right-handed coordinate system with (0,0,-1) = forward, (1,0,0) = right and ...
Silverlan's user avatar
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9 votes
1 answer
1k views

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 ...
Sion Sheevok's user avatar
1 vote
1 answer
547 views

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 ...
Ender's user avatar
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4 votes
1 answer
1k views

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.
Ashwin Nanjappa's user avatar
3 votes
1 answer
608 views

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 ...
hywei's user avatar
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3 votes
1 answer
490 views

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 ...
Mungoid's user avatar
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1 vote
1 answer
182 views

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 ...
Mungoid's user avatar
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3 votes
3 answers
3k views

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 ...
Jannie's user avatar
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