Thanks for the responses Cinder and BoneZ. The PhysX integration is coded into OpenSim 8.2.
All the best, Sean Mondesire On Mon, Apr 11, 2016 at 4:39 PM, BoneZ <[email protected]> wrote: > Great news! > If this built against the old 8.2 code, or the current 9.0 trunk? > > > > > On 4/11/2016 11:19 AM, Sean M 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. > > > _______________________________________________ > Opensim-dev mailing > [email protected]http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > >
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