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noatom

DirectX 11 and PhysX or...?

6 posts in this topic

Soon I'm going to try and start working on my first small 3d game.But I don't know which physics engine to use.

My preference would be PhysX.Yes it has a documentation,I tried using it but I failed.It also has demos,but the demos use dx 9.And trying to understand what is happening in the physx code,and also converting dx 9 to dx 11 stuff it right now too much for me.

So does anyone know a place where to learn PhysX in the Dx 11 environment? Or an alternative to PhysX?
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Alternatives: Havok, Bullet Physics, Newton.

Last time I checked PhysX wasn't rich with tutorials, but physics has nothing to do with your rendering API.
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PhysX and DirectX11 both function independently from each other. PhysX was frustrating for me to get started with because of the lack of tutorials, but one night of studying the demo code, along with the documentation, and I had it up and running. Afterwards, I was surprised at how easy is was, coding-wise, to integrate into my project. It does, however, require that you know how to research a function and learn what it is intended to do.
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[quote name='Deortuka' timestamp='1352371418' post='4998824']
PhysX and DirectX11 both function independently from each other. PhysX was frustrating for me to get started with because of the lack of tutorials, but one night of studying the demo code, along with the documentation, and I had it up and running. Afterwards, I was surprised at how easy is was, coding-wise, to integrate into my project. It does, however, require that you know how to research a function and learn what it is intended to do.
[/quote]

have you tried Bullet?if so,which of the two do you find to be more efficient performance-wise?
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Most likely PhysX has better performance, since it runs on hardware when you have nVidia graphics card. But last time I checked Bullet Physics was heading towards that as well as multithreading, so it's hard to say what will happen in the future.
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I decided to go with PhysX instead of Bullet for a few reasons. I really like the fact that it can take advantage of the GPU when it is available, yet still work without it. I have an NVIDIA graphics card so this is a bonus personally. I like its performance versus other physics libraries, according to numerous 3rd party comparisons I have read. PhysX also has a very simple character controller. The documentation is another reason. It is not perfect, but it is there.
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