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	<title>Coder Corner</title>
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	<link>http://www.codercorner.com/blog</link>
	<description>Home of Pierre Terdiman</description>
	<pubDate>Mon, 13 May 2013 16:20:52 +0000</pubDate>
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			<item>
		<title>The evolution of PhysX - Addendum</title>
		<link>http://www.codercorner.com/blog/?p=917</link>
		<comments>http://www.codercorner.com/blog/?p=917#comments</comments>
		<pubDate>Mon, 13 May 2013 16:20:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<category><![CDATA[Rant]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=917</guid>
		<description><![CDATA[I got a bunch of questions about my last series of blog posts so I thought I&#8217;d add a quick note here - at the risk of confusing people even more.
The figures I posted are for the CPU part of PhysX only. This does not concern or affect the GPU parts of PhysX in any [...]]]></description>
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		<item>
		<title>The evolution of PhysX - Index</title>
		<link>http://www.codercorner.com/blog/?p=914</link>
		<comments>http://www.codercorner.com/blog/?p=914#comments</comments>
		<pubDate>Sun, 12 May 2013 01:35:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=914</guid>
		<description><![CDATA[Part1: PEEL
Part2: Rigid bodies (box stacks)
Part3: Rigid bodies (convex stacks)
Part4: Rigid bodies (piles)
Part5: Rigid bodies (compounds)
Part6: Rigid bodies (meshes)
Part7: Joints
Part8: Raycasts vs simple shapes
Part9: Raycasts vs meshes
Part10: Sweep tests
Part11: More sweep tests
Part12: Final test and conclusion
]]></description>
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		<item>
		<title>The evolution of PhysX (12/12) - Final test and conclusion</title>
		<link>http://www.codercorner.com/blog/?p=864</link>
		<comments>http://www.codercorner.com/blog/?p=864#comments</comments>
		<pubDate>Sun, 12 May 2013 00:14:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=864</guid>
		<description><![CDATA[ 
This last test (“SeaOfStaticBoxes3”) didn’t fit in any category, so I kept it for the end. It does not actually do anything, it only creates a massive amount of static boxes (255*255). There is otherwise no dynamic objects in the scene, nothing to simulate at all.

There are 2 things to notice here. The first [...]]]></description>
		<wfw:commentRss>http://www.codercorner.com/blog/?feed=rss2&amp;p=864</wfw:commentRss>
		</item>
		<item>
		<title>The evolution of PhysX (11/12) - More sweep tests</title>
		<link>http://www.codercorner.com/blog/?p=845</link>
		<comments>http://www.codercorner.com/blog/?p=845#comments</comments>
		<pubDate>Sun, 12 May 2013 00:10:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=845</guid>
		<description><![CDATA[Now that we’re done with the simple stuff, let’s jump to the next level: meshes.
The first mesh scene (“SceneBoxSweepVsStaticMeshes_Archipelago”) performs 1K vertical box sweeps against the mesh level we previously used.

There are no terribly big surprises here. All engines report the same number of hits. Each PhysX version is faster than the one before. They [...]]]></description>
		<wfw:commentRss>http://www.codercorner.com/blog/?feed=rss2&amp;p=845</wfw:commentRss>
		</item>
		<item>
		<title>The evolution of PhysX (10/12) - Sweep tests</title>
		<link>http://www.codercorner.com/blog/?p=833</link>
		<comments>http://www.codercorner.com/blog/?p=833#comments</comments>
		<pubDate>Sat, 11 May 2013 23:52:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=833</guid>
		<description><![CDATA[


Another important feature is sweep tests, a.k.a. “linear casts” or “shape casts”. This can be used, for example, to implement character controllers. What I previously wrote for raycasts is even more valid for sweeps: a lot of things depend on whether you go for a generic GJK-based sweep, or for dedicated shape-vs-shape sweep functions. And [...]]]></description>
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		<item>
		<title>The evolution of PhysX (9/12) - Raycasts vs meshes</title>
		<link>http://www.codercorner.com/blog/?p=819</link>
		<comments>http://www.codercorner.com/blog/?p=819#comments</comments>
		<pubDate>Sat, 11 May 2013 23:38:20 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=819</guid>
		<description><![CDATA[Now, simple shapes are one thing but as for rigid body simulation, what really matters are triangle meshes. So let’s start the serious tests.
The first scene involving meshes (“SceneRaycastVsStaticMeshes_Archipelago16384”) does 16K vertical raycasts against the Archipelago mesh level.

No big surprise here. All engines find the same number of hits. On the right side of the [...]]]></description>
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		</item>
		<item>
		<title>The evolution of PhysX (8/12) - Raycasts vs simple shapes</title>
		<link>http://www.codercorner.com/blog/?p=809</link>
		<comments>http://www.codercorner.com/blog/?p=809#comments</comments>
		<pubDate>Sat, 11 May 2013 23:25:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=809</guid>
		<description><![CDATA[

Measuring performance of rigid body simulation is important. But the dark secret of game physics, if you ask me, is that it is not actually the most important part. The most important and far more useful features for a game are simple collision queries like raycasts and sweeps. So let’s see what we get here.
There’s [...]]]></description>
		<wfw:commentRss>http://www.codercorner.com/blog/?feed=rss2&amp;p=809</wfw:commentRss>
		</item>
		<item>
		<title>The evolution of PhysX (7/12) - Joints</title>
		<link>http://www.codercorner.com/blog/?p=797</link>
		<comments>http://www.codercorner.com/blog/?p=797#comments</comments>
		<pubDate>Sat, 11 May 2013 23:14:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=797</guid>
		<description><![CDATA[


Our test scenes so far only used simple rigid bodies. We’ll now look at a few scenes involving rigid bodies connected by joints.
The first scene (“BridgeUsingHinges”) contains a bunch of bridges, made of boxes connected by hinge/revolute joints. This is again a pretty standard test scene, just to check that the basics are indeed working.

And [...]]]></description>
		<wfw:commentRss>http://www.codercorner.com/blog/?feed=rss2&amp;p=797</wfw:commentRss>
		</item>
		<item>
		<title>The evolution of PhysX (6/12) - Rigid bodies (meshes)</title>
		<link>http://www.codercorner.com/blog/?p=787</link>
		<comments>http://www.codercorner.com/blog/?p=787#comments</comments>
		<pubDate>Sat, 11 May 2013 23:06:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=787</guid>
		<description><![CDATA[


We only used simple shapes so far, but what really makes or breaks an engine is triangle meshes. Supporting meshes is a lot more difficult than supporting other shapes – there’s a full new “midphase” pass that did not exist before, contact generation becomes much harder, meshes use up quite a bit of extra memory, [...]]]></description>
		<wfw:commentRss>http://www.codercorner.com/blog/?feed=rss2&amp;p=787</wfw:commentRss>
		</item>
		<item>
		<title>The evolution of PhysX (5/12) - Rigid bodies (compounds)</title>
		<link>http://www.codercorner.com/blog/?p=781</link>
		<comments>http://www.codercorner.com/blog/?p=781#comments</comments>
		<pubDate>Sat, 11 May 2013 22:56:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://www.codercorner.com/blog/?p=781</guid>
		<description><![CDATA[


We have been using simple shapes so far but many game objects are actually compounds, made of multiple sub-shapes. Let’s investigate stacks &#38; piles for these.
&#8212;-
The first scene (“StackOfSmallCompounds”) is as follows:

For the first time, we see a small regression between 2.8.4 and 3.2, but it only happens for the first part of the curve. [...]]]></description>
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