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introducing physxforquest and nvidia physxthe ultimate physics for quest3d: full nvidia physx functionality for quest3d1. what is physxforquest?it is a plug-in tool for authoring the physics using nvidia physx in quest3d. the majority of core functionality in the physx sdk is implemented via quest3d channels to allow you to use physx as your physics system.quest3d currently supports ode and there is a recent implementation of newton physics now directly included with quest3d as of version 4.version 3 of quest3d directly supports only ode, apart from quest3d internal collision channels.physxforquest is an alternative to these physics systems. it provides significant additional real-time physics capability covering the full range of rigid body and joint physics, character controller, high performance raycasting and specialised functions for wheels to help in developing vehicle dynamics; as well as soft-body physics, a cloth system, force fields, fluids and particles. refer further to nvidia physx features.note:physxforquest and nvidia physx allows for both a software and hardware implementation. you can run applications as software based but some features, due to the demanding nature of real-time physics will result in slower frame rates.the advantage of physx is that you can implement demanding physics by implementing a dedicated hardware ppu (the physx accelerator) and from august 2008 access nvidia gpu hardware that supports cuda which now includes a range of geforce gpus from 8800 above (refer to nvidias web site for a current list of supported hardware) giving a wide market for quest3d developers to implement physics.depending on your realtime3d requirements and scene requirements you may need to require hardware support for your system. fluids although possible as software is best run when the nvidia physx ppu or gpu card is installed on the end-users system.2. basics of using physxforquest as with other development of 3d in quest3d, you drag and drop channels or channel templates onto the authoring window and connect channels to create the physics system. rendered objects requiring physics to control their motion are linked from the output global matrix of physxforquest to the 3dobject channel (or, in the case of soft bodys, cloth and fluids, the vertices are directly controlled by the physxforquest channels) .the channels have been developed with an open dynamics philosophy including separation of the physics logic from the quest3d logic layer. any parameter that is potentially changeable or requiring a set or get is available as a child to a value channel. this means you can make dynamic changes to an actor (the physics object that controls the renderable object) in runtime. you are not prevented to changing (most) properties because the property or parameter has been embedded in a dialogue of the channel. you have access to get and set most physics properties via the objects commands channels.the extensive flags of physx are also open via a bitwise operator channel allowing you to create and set many flags in runtime.all the core physx classes involving scene, actor, character etc, are implemented as channels. simply attach in the correct sequence a physxforquest core channel, a scene and an actor (or joint etc) and its properties channel, hook a 3d objects motion matrix up and you are underway and physxforquest will do the rest to drive the 3d object with physics motion, interaction and collision in the 3d world.3. what type of documentation are we looking at, are there tutorials?physxforquest includes this full set of help documentation for all channels currently implemented as well as numerous samples (currently 60) that provide examples of implementing each of the key parts of physxforquest and physx. these samples can be used as a base to further develop your own channel groups for your development.in addition nvidia (download the sdk), has provided excellent documentation, samples with documentation (useful to see some of the property settings) and resources for physx which you can apply to physxforquest. 4. whats the licence?physxforquest is a single user commercial license for a developer of quest3d to use to create physics for a quest3d application that can then be distributed as a single exe file, an installer, or screen saver (and under certain cases using a web browser). there are no limits on the number of quest3d applications that it can be used for, or fees that tie a developer to sales or each product they produce.it is not open source, shareable or in some other form that does not meet the license requirements outlined in our eula here.5. what are the limits? the limits depend on your and your end-user systems. there are a range of physx limits on the number of joints, etc that can be supported by implementations requiring hardware. you should ensure you check out those limits as part of preparing your application for end-use. we have not yet been able to identify any specific physxforquest limitations. good channeling structures in physxforquest as part of the quest3d channeling environment will assist in how fast quest3d operates. how well physxforquest works in terms of physics driving 3d objects in your scene will depend on your scene, number of objects, polygons and all the other factors that control how well the scene is rendered.6. can i add code to it? can i create spin offs?you can request an nda developer license where we will release the code as part of the agreement. in basic terms this allows you to make changes for internal use only, and you are not licensed to sell that code in any other form other than as part of a quest3d application product implementation to end-users.7. can i make games using physxforquest and sell them?yes. absolutely, we hope you are able to use physxforquest for gaming purposes as well as simulation and anything else requiring physics in quest3d. our license is per developer and not product based so you can make as many games or other applications as you wish without further fees. please provide due acknowledgment. 介绍physxforquest和nvidia physx提供给quest3d的物理终端:给予quest3d完全的nvidia physx功能1什么是physxforquest?这是一个插件,用于在quest3d中制作物理的nvidia physx技术。核心功能的physxsdk中的绝大部分是通过实施quest3d的channels,让你用你的物理系统的physx。quest3d目前支持的ode,最近实施的牛顿物理学被quest3d中第4版所包含。quest3d的3版本只支持直接ode,除了quest3d的内部碰撞通道。physxforquest是对这些物理系统的一个选择。它提供了大量额外的实时物理覆盖能力和联合刚体物理,角色控制器,高性能光线投射和车轮,以帮助发展车辆动力学专业的全部功能;以及柔体物理,布料系统,力场,流体和粒子。更多内容请参照nvidia physx features。注意:physxforquest和nvidia physx技术能软件和硬件同时实现。由于实时物理学的需要会导致帧速率较慢,你可以通过基于软件,某些功能的应用。对physx技术的优点是可以实现要求通过实施专用硬件的ppu(physx物理加速器)和2008年8月访问nvidia gpu的硬件支持cuda现在包括一对geforce gpu的从8800范围以上的物理(参阅nvidia的网站现场支持的硬件的最新列表给人一种广阔的市场为quest3d的开发人员实现物理学)。您实时3d要求和现场条件不同,您可能需要为您的系统需要硬件的支持。作为流体能最好的运行当nvidia physx ppu或gpu卡在最终用户系统安装上。2physxforquest的基本使用在quest3d中,正如其他发展中的3d,你拖放通道或通道上创作窗口并连接channels,建立物理系统模板。需要控制自己的运动物理渲染对象从全球physxforquest矩阵输出到3dobject通道链接(在软件的总体部分上,布料和液体的情况,顶点直接由physxforquest channels所控制)。channels已经制定了一个开放的力学哲理,从逻辑层物理quest3d的逻辑分离。任何参数是一个潜在的变化或要求设置或获取可作为子channels的值。这意味着你可以进行动态更改为在运行时表演者(物理对象,控制渲染对象)。你是无法阻止不断变化的(最),因为该属性或参数已在对话的channels嵌入属性。您有机会来获取和设置通过命令通道的对象大部分物理性质。physx技术的广泛的标志也开放逐位操作channels使您可以在运行时创建和设置许多标志。所有的核心的physx类,包括场景,演员,人物等,都是由channels实施。只需给physxforquest的核心channels连接上正确的顺序,一个场景和演员(或接缝等)及其性质的channels,绑定三维物体和你正在进行的运动矩阵,physxforquest会做其余的驱动与物理三维物体动作,在三维世界中的互动和碰撞。3我们在看什么类型的文件,有没有教程?physxforquest包含

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