does inferno have a mascot?
does inferno have a mascot?
well, sorta. some engines like unreal have indeed dropped physx (in fact that’s the only one that’s in there as having dropped it), but there are some heavy hitters in there. unity did not drop it as far as i know, but they have a separate version without it that’s not made for games.
i also happen to know that ARMA 3, which is not on the list, is a heavy physx user. so i don’t know how accurate any of our lists actually are.
my takeaway from this list is that if nvidia follows suit with their AX series and other pro cards, they are going to lose significant market share with the CAD and CFD crowd, because those guys have 40 year old codebases and they are not going to be happy that they have to rewrite a subsystem.
this is an incomplete list. as per the wiki article:
PhysX in Video Games
PhysX technology is used by game engines such as Unreal Engine (version 3 onwards), Unity, Gamebryo, Vision (version 6 onwards), Instinct Engine, Panda3D, Diesel, Torque, HeroEngine, and BigWorld.
As one of the handful of major physics engines, it is used in many games, such as The Witcher 3: Wild Hunt, Warframe, Killing Floor 2, Fallout 4, Batman: Arkham Knight, Planetside 2, and Borderlands 2. Most of these games use the CPU to process the physics simulations.
Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke, or simulated particle debris.
PhysX in Other Software
Other software with PhysX support includes:
- Active Worlds (AW), a 3D virtual reality platform with its client running on Windows
- Amazon Lumberyard, a 3D game development engine developed by Amazon
- Autodesk 3ds Max, Autodesk Maya, and Autodesk Softimage, computer animation suites
- DarkBASIC Professional (with DarkPHYSICS upgrade), a programming language targeted at game development
- DX Studio, an integrated development environment for creating interactive 3D graphics
- ForgeLight, a game engine developed by the former Sony Online Entertainment
- Futuremark’s 3DMark06 and Vantage benchmarking tools
- Microsoft Robotics Studio, an environment for robot control and simulation
- Nvidia’s SuperSonic Sled and Raging Rapids Ride, technology demos
- OGRE (via the NxOgre wrapper), an open source rendering engine
- The Physics Abstraction Layer, a physical simulation API abstraction system (it provides COLLADA and Scythe Physics Editor support for PhysX)
- Rayfire, a plug-in for Autodesk 3ds Max that allows fracturing and other physics simulations
- The Physics Engine Evaluation Lab, a tool designed to evaluate, compare, and benchmark physics engines
- Unreal Engine game development software by Epic Games. Unreal Engine 4.26 and onwards has officially deprecated PhysX.
- Unity by Unity ApS. Unity’s Data-Oriented Technology Stack does not use PhysX.
isn’t this basically the old F1 MGU-H system that they kept having issues with and eventually gave up on?
Edit: no, that system, confusingly, is an electric motor/generator connected to the turbocharger.
yupyup, just send HTML over the wire. it’s fine.
the biggest speedup would probably come from using proper schemas that can be efficiently parsed. but we’ve made our bed out of ad-hoc protocols.
anything that deserializes arbitrary json will put it into a hash table, right? it would definitely speed up the web.
I thought Jesus was the cross religion
i’m still not entirely sold on them but since i’m currently using one that the company subscribes to i can give a quick opinion:
i had an idea for a code snippet that could save be some headache (a mock for primitives in lua, to be specific) but i foresaw some issues with commutativity (aka how to make sure that a + b == b + a
). so i asked about this, and the llm created some boilerplate to test this code. i’ve been chatting with it for about half an hour and testing the code it produces, and had it expand the idea to all possible metamethods available on primitive types, together with about 50 test cases with descriptive assertions. i’ve now run into an issue where the __eq
metamethod isn’t firing correctly when one of the operands is a primitive rather than a mock, and after having the llm link me to the relevant part of the docs, that seems to be a feature of the language rather than a bug.
so in 30 minutes i’ve gone from a loose idea to a well-documented proof-of-concept to a roadblock that can’t really be overcome. complete exploration and feasibility study, fully tested, in less than an hour.
gotta be the only thing whose mascot is just a real-ass guy