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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

The latest version of the NVIDIA PhysX 5 SDK is now available under the same open source license terms as NVIDIA PhysX 4 to help expand simulation workflows and. It is a powerful simulation engine currently used by industry leaders for robotics, deep reinforcement learning, autonomous driving, factory automation, and visual effects.

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How to properly use CharacterController in a 3d Physics world?

Cocos

If I just use the CharaterController + the Rigid body, collisions do not work. What would be the best way to use TPS CharacterController + real physics simulation world? Hello, I’m learning how to properly set a CharacterController script for a TPS character together with native physics, but I’m not having much success.

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How to properly use CharacterController in a 3d Physics world?

Cocos

If I just use the CharaterController + the Rigid body, collisions do not work. What would be the best way to use TPS CharacterController + real physics simulation world? Hello, I’m learning how to properly set a CharacterController script for a TPS character together with native physics, but I’m not having much success.

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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Simulation of this piece, for the time being, according to the algorithm of others, it is not difficult to copy. So I researched the code and prepared to port it to Cocos. Just pay attention to compatibility.

Build 98
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Can you rate the autopilot?

Cocos

Movement of the main (green) car must be carried out without collision with other objects. The power value simulates the operation of the pedals of the car. The power direction simulates the operation of the steering wheel of the car. AI has only two tasks: movement at maximum speed and movement in the center of the lane.

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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

This approach allows players to experience the thrill of rally racing without the steep learning curve often associated with simulation-style games. Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch.

Pixel 152
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Breakout: Physics

The Liquid Fire

Make sure to Stop the simulation before continuing. Important: It is possible to continue editing your scene while the simulation is playing. Feel free to play with the positions, rotations, and scale of your objects to get a feel for it all, but make sure you Stop the simulation before continuing.

Sprite 52