Nvidia PhysX5 and Babylon

The PG is already using instances, so it should be ok on the rendering side. However, there are still ~3500 meshes in the scene, so using thin instances may be a win in the end.

Hello,

Another one using kinematic dynamic bodies :

demo : kinematic demo

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The fluid rendering is now available in the Playground:

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Very cool, Iā€™ve recently done a physX port for playcanvas complete with mesh collisions and character controller etc. Have you tried using raycasts yet? Iā€™m having major issues with them where I have a perfectly normal box rigidbody with scene_query flag set (and trigger) but it only ray casts on 4 of the sides of the box. Its really bafflingā€¦ Whats even more strange is if i move close it and look at it head on it does then seem to ray cast against that faceā€¦

@Adriaaaaan , :disappointed: sorry I canā€™t help you, Iā€™m just playing with #fabmax port, no intention and no time for the moment to dig futher with PhysX.

I have encountered the same requirement recently, and I am confused about how Babylonjs introduces physx. Can you give me a demo github address? extremely gratefulļ¼

babylonjs didnā€™t introduce physx officially. we donā€™t have a plugin for it