<html><head><style>body{font-family:Helvetica,Arial;font-size:13px}</style></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;"><div id="bloop_customfont" style="font-family:Helvetica,Arial;font-size:13px; color: rgba(0,0,0,1.0); margin: 0px; line-height: auto;">Looking forward to seeing it, Sean! Nice work.</div> <br> <div id="bloop_sign_1460405947688615168" class="bloop_sign"><div style="font-family:helvetica,arial;font-size:13px">-- <br>Cinder Roxley<br>Sent with Airmail</div></div> <br><p class="airmail_on">On April 11, 2016 at 9:19:44 AM, Sean M (<a href="mailto:mondesire.sean@gmail.com">mondesire.sean@gmail.com</a>) wrote:</p> <blockquote type="cite" class="clean_bq"><span><div><div></div><div>
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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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