Welcome to the NVIDIA® PhysX® SDK version 3! With this second major rewrite of the SDK, we are excited to bring you a great number of enhancements, including numerous API improvements. Because so much has changed in the API, we recommend even experienced PhysX users to read through this guide to familiarize themselves with the new programming interface.
Users migrating from PhysX 2 will find the Migrating From PhysX SDK 2.x to 3.x chapter of particular interest.
Depending on your license, we provide you with the Core Installer or with the Source installer of the PhysX SDK:
Bin/ Executables and dlls in platform specific folders Documentation/ PhysXGuide & PhysXAPI documentation externals/ External libraries Include/ API Include Headers Lib/ Libraries in platform specific folders media/ Media files Samples/ PhysX Samples, solutions are in the compiler folder Snippets/ PhysX Code Snippets, solutions are in the compiler folder Source/ Public Source Code GeomUtils/ Geometry Math PhysXCharacterKinematic/ Character Controller PhysXExtensions/ Extensions, Helper Classes PhysXMetaData/ Serialization PhysXProfileSDK/ Profiling SDK PhysXVehicle/ Vehicle Controller Tools/ MetaData Generator readme_???.html Platform specific readme file release_notes.html PhysX Release Notes version-PhysX.txt PhysX version and build number of this installer
Bin/ Executables and dlls in platform specific folders Documentation/ PhysXGuide & PhysXAPI Documentation externals/ External libraries Include/ API Include Headers Lib/ Libraries in platform specific folders media/ Media files Samples/ PhysX Samples, solutions are in the compiler folder Snippets/ PhysX Code Snippets, solutions are in the compiler folder Source/ Full Source Code (see core installer for details about the public sections) Tools/ MetaData Generator readme_???.html Platform specific readme file release_notes.html PhysX Release Notes version-PhysX.txt PhysX version and build number of this installer
This guide explains the code from a series of samples:
On Windows, PhysX requires either Visual Studio 2008 with Service Pack 1 or higher, or Visual Studio 2010.
To see the samples, open the Visual Studio solution called Samples.sln. This includes the samples listed above within the project Samples, plus some additional projects which implement common operations.
PhysX Code Snippets show the basic usage of PhysX features. Please see each snippet for usage details.
Snippets rendering is supported only on these platforms: Win32, Win64, OSX, Linux and Ps3.
While not particularly important for understanding the Sample code, to build your own PhysX app, you will need to add some include paths and libraries to your project makefile or IDE. The include files and libraries are located in the root folders "Include" and "Lib" respectively. A number of these include directories and libraries are of course only needed if the corresponding component, such as the Vehicle library, is used. You will also need to add the apropriate platform specific extension for libs (e.g. ".lib" or ".a") and the apropriate relative path prefixes (e.g. "../../") for includes.
The static libraries we provide with the Windows binary distribution are linked against the Multi-Threaded static C Run-Time (CRT) libraries. This means that your application must also use the same CRT flavor. If you need to use a different CRT version, you must upgrade to our source license. The source distribution can simply be recompiled using different CRT settings.
On the Windows platform, you need to redistribute some of our DLLs to end users as part of your application:
Where * is a platform specific suffix, e.g. x86 or x64. You will need one or the other depending on whether your application is built in 64 bit mode.
The SDK has three build configurations available to all licensees, designed for different stages of development and deployment.
Simulation works the same way in all of them, and all are compiled with high optimization levels. In addition, you can build components of PhysX which ship with source in a debug configuration, which is compiled without optimizations. The debug build can be useful for error analysis, but contains asserts used for SDK development which some customers may find too intrusive for daily use.
We strongly recommend that you use the checked build as the primary configuration for day-to-day development and QA.
PhysX libraries of different build configurations (e.g. the DEBUG version of PhysXVehicle and the CHECKED version of PhysXVisualDebuggerSDK) should never be mixed in an application because this will also result a CRT conflict.
The PhysX Visual Debugger (PVD) provides a graphical view of the PhysX scene together with various tools to inspect and visualize variables of every PhysX object. Additionally it can also record and visualize memory and timing data. See PhysX Visual Debugger (PVD) for details.