NVIDIA FleX 0.9.0 Released


NVIDIA FleX 0.9.0

NVIDIA has published a new update of FleX, its new GPU-based particle simulation library designed for real time applications. FleX is available for Windows (32/64-bit), Linux (64-bit) and Android.

You can download FleX 0.9.0 from THIS LINK.

FleX 0.9.0 brings the following changes:

  • Added support for soft bodies, particles can now belong to multiple shape-matching clusters used to drive linear blend skinning
  • Added support for particle rest positions that can be used to filter collisions between particles that touch in their rest pose, see flexSetRestPositions()
  • Added support for spheres and capsules as collision shapes, renamed flexSetConvexes() to flexSetShapes()
  • Added support for user callbacks, these can be used to implement custom constraints, force fields, etc. See flexRegisterSolverCallback()
  • Added support for the NVIDIA control panel, Flex will now use the selected PhysX device if desired, see flexInit() for details
  • Added support for Android platforms
  • Added flexGetParams() method to retrieve default values and set defaults to sensible values
  • Improved shape-matching algorithm with better inversion handling
  • Optimizations for flexSetTriangles(), users can now pass the triangle bounds to avoid having them re-calculated explicitly
  • Rigid constraints now use quaternions as their orientation representation, see flexSetRigids() and flexGetRigidTransforms()
  • Exposed anisotropy min/max clamping for better control of particle fluid rendering, see FlexParams::mAnisotropyMin and FlexParams::mAnisotropyMax
  • Fix for smooth particles not being generated if anisotropy was not enabled
  • Fix for demo mouse picking
  • Fix for flexGetContacts() returning incorrect values, added contact visualization to the demo app
  • Fix for bug in flexGetBounds() which meant it could return bounds with one frame delay, users should now synchronize the flexGetBounds() call like other query methods
  • Fix whitespace on flex.h to play nice with Github’s code view
  • Fix for triangle mesh collision when particle moves in the plane of the triangle incorrectly reporting contact
  • Fix leak when destroying solver
  • Fix for incomplete initialization of FlexExtAssets in the extension creation methods
  • Rename FlexParams::mMaxVelocity -> FlexParams::mMaxSpeed


NVIDIA FleX 0.9.0

NVIDIA FleX 0.9.0

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