<div dir="ltr">Thanks for the responses Cinder and BoneZ. <div><br></div><div>The PhysX integration is coded into OpenSim 8.2.<div><br></div><div>All the best,</div><div>Sean Mondesire</div></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Apr 11, 2016 at 4:39 PM, BoneZ <span dir="ltr"><<a href="mailto:bonez@dogzhouse.com" target="_blank">bonez@dogzhouse.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
Great news!<br>
If this built against the old 8.2 code, or the current 9.0 trunk?<div><div class="h5"><br>
<br>
<br>
<br>
<div>On 4/11/2016 11:19 AM, Sean M wrote:<br>
</div>
</div></div><blockquote type="cite"><div><div class="h5">
<div dir="ltr">
<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">Â </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>
</div>
<br>
<fieldset></fieldset>
<br>
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