A Multi-Platform Physics Solution

The NVIDIA PhysX SDK is a scalable multi-platform physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. PhysX is already integrated into some of the most popular game engines, including Unreal Engine (versions 3 and 4), and Unity3D.

PhysX SDK is now open source, available under a BSD 3 license. With access to the source code, developers can debug, customize and extend the PhysX SDK as they see fit.

BSD 3 licensed platforms:

  • Apple iOS
  • Apple MacOS
  • Google Android ARM
  • Linux
  • Microsoft Windows

Unchanged NVIDIA EULA platforms:

  • Microsoft XBox One
  • Sony Playstation 4
  • Nintendo Switch

With PhysX SDK 4.0 (Coming Soon), the reduced coordinate articulations and the temporal Gauss-Seidel solver makes machinery, characters/ragdolls and anything else that is jointed or articulated much more robust. This allows higher gravity, bigger impacts, smaller features and bigger time steps.

What's New in PhysX SDK 3.4

Now open source, available under the simple 3-Clause BSD license.

What’s New in Physx SDK 4.0 (Coming Soon)

PhysX 4.0 SDK has been upgraded to provide industrial-grade simulation quality at game simulation performance levels.

  • Temporal Gauss-Seidel Solver (TGS), which makes machinery, characters/ragdolls, and anything else that is jointed or articulated much more robust. TGS dynamically adjusts constraints with each iteration, based on bodies’ relative motion.
  • Overall stability has been improved with reduced coordinate articulations and joint improvements.
  • Scalability now allows for new new filtering rules for kinematics and statics in the Broad Phase.
  • Scene queries now support PxBVHStructure, which makes a significant difference for actors with a huge number of shapes.
  • Infrastructure can now incorporate Cmake projects.

Key Features

  • Open Source
  • Multithreaded, with double buffered access to API during simulation
  • Memory usage management
  • Support for different measurement units and scales
  • Multiple broad-phase collision detection algorithms
  • Convex-mesh, triangle-mesh and primitive shape collision detection
  • Mesh instancing and scaling
  • Discrete and continuous collision detection