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README.md

PhysX.Net

A .NET wrapper for NVIDIA PhysX 4.1.0 written using C++/CLI.

Nuget

PM> Install-Package PhysX.Net -Prerelease

Build all the things!

A zip of all relevant DLLs and samples - https://github.com/stilldesign/PhysX.Net/releases

Development

PhysX.Net 1.0.0-alpha for NVIDIA PhysX 4.1.0.25992954

  • Targets PhysX 4.1.0.25992954
  • 64 bit version only
  • Dependencies
  • Remaining:
    • Vehicle sample and a few related classes
    • Attach/Detach shape from an actor
    • Getting started guide for people
    • Serialization
    • Broad Phase
    • Deletion Listener

Building

Dependencies

  • Visual Studio 2019
  • VC++ 2015.4 v140 toolset for desktop (x86,x64) - needed to build PhysX itself. If you've built PhysX already, this could be ignored.

Compiling

Compile PhysX

  • Clone the PhysX repo
  • Run generate_projects.bat from the physx directory
  • Open the solution and select the debug configuration
  • You'll need to change all the PhysX projects to use Multi-threaded Debug DLL in order for them to be consumed by .NET
    • Select the projects in the solution explorer, right click, properties, C/C++, Code Generation and change Runtime Library to Multi-threaded Debug DLL (/MDd)

Compile PhysX.Net

  • Clone this repo
  • The default location of the PhysX 4.1 repo directory is C:\NVIDIAGameWorks\PhysX
    • To specify an alternative location on your computer: define the environment variable NVIDIAPhysX41SDK. You can do this by running setx NVIDIAPhysX41SDK "C:\NVIDIAGameWorks\PhysX" /M (as administrator).

PhysX 3.4.2 vs 4.1.0

Change log: https://github.com/NVIDIAGameWorks/PhysX/blob/4.1/physx/release_notes.html

The main changes are:

  • New solver for accuracy
  • RigidActor.CreateShape is removed
    • Use RigidActorExt.CreateExclusiveShape instead (or create a simple C# extension method to provide backward compatibility)
  • Particles have been removed
    • This is now provided by FleX
  • Cloth has been removed

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A .NET wrapper for NVIDIA PhysX 4.1.0 written using C++/CLI.

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