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Great news!<br>
If this built against the old 8.2 code, or the current 9.0 trunk?<br>
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<div class="moz-cite-prefix">On 4/11/2016 11:19 AM, Sean M wrote:<br>
</div>
<blockquote
cite="mid:CAF6nW43Ykc6BjFBG_G_v_rP2OgocCy55jk+M6CvSaqPuVM4onw@mail.gmail.com"
type="cite">
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<p class="MsoNormal">Greetings:</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">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.</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">Those who adopt the released code will have
a new physics engine option for their regions, in addition to
ODE and BulletSim.</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">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*.</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">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.</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">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.<br>
</p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">Best regards,<br>
Sean Mondesire<br>
MOSES Team</p>
<p class="MsoNormal"> </p>
<p class="MsoNormal"><br>
</p>
<p class="MsoNormal">[*] 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.</p>
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