[Opensim-dev] PhysX Release Annoucement

Sean M mondesire.sean at gmail.com
Tue Apr 12 15:05:30 UTC 2016


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 <bonez at dogzhouse.com> 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.
>
>
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