Looking forward to seeing it, Sean! Nice work.
 
 
-- 
Cinder Roxley
Sent with Airmail
 

On April 11, 2016 at 9:19:44 AM, Sean M ([email protected] 
<mailto:[email protected]> ) wrote:

 
Greetings:



The MOSES Team has completed integrating the Nvidia’s PhysX 3.33 physics engine 
into OpenSim. The source-code and documentation will soon be made available on 
our public GitHub repository.



Those who adopt the released code will have a new physics engine option for 
their regions, in addition to ODE and BulletSim.



The new PhysX capability provides cross-platform, optimized code that supports 
real-time, multi-threaded physics calculations. From repeated stress-testing, 
PhysX has supported more than 83% additional physical objects and nearly half 
frame time (44%) than Bullet*.



We have also included the ability to run physics in "distributed mode". 
Distributed physics allows for the physics engine to be executed on a 
completely separate server from the rest of the OpenSim application. Under the 
right hardware and networking conditions, distributed mode can increase the 
maximum number of users and objects in a region.



Soon we will share our completed work with the rest of the community. Once 
available, please feel free to interact with the new engine, analyze the 
source-code, pull from our repository, and share advancements.



Best regards,
Sean Mondesire
MOSES Team

 


[*] Single-threaded PhysX averaged 3,300 physical objects when the SimFPS first 
dropped below 9 frames per second (FPS) after 30 independent runs. Same-thread 
BulletSim supported 1,800 physical objects at the same FPS. No frame rate 
correction factor was used during testing. Although SimFPS remained 11.33 when 
BulletSim ran on a separate thread, this physics mode supported 600 fewer 
physical objects than BulletSim-on-the-same-thread before the simulator’s 
performance began to noticeably degrade. It was concluded that 
separate-threaded BulletSim was the least stable mode of the Bullet/PhysX 
physics engines, produced the highest frame times for equal loads, and is not 
recommended as a physics configuration for regions with more than 1,000 
physical Active Prims.



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