Before I go too far down the rabbit hole here, I wanted to know if anyone has had experience building/implementing PhysX outside of Unity and using a custom version. Looking for pitfalls/roadblocks/is it even possible?
I know Unity already uses PhysX, but there are some features available (like fluids) in the current SDK that are not present in unity’s native version of it.
i remember seeing one thread where someone added newer version of physx in unity 3 or 4…
he stopped developing it after unity upgraded theirs i think. couldnt find the topic anymore though.
I’m pretty sure nobody implemented Physx well in Unity so far. There’s been a few but I’d recommend doing it from scratch if that’s your thing. Unity’s planning on adding the extra features over time if that’s any worth to you.
Thing is, we’re only targeting a narrow set of platforms (engineer-defined, the dream!) and performance is the key requirement. Having PhysX work on a GPU is pretty essential, and there’s no reason to build a new physics engine when we can appropriate a proven one. It doesn’t have to be PhysX, but it’s one of the best out there so why not.
No GPU execution? There’s how it’s multi-platform then. (I always used to think PhysX was NVIDIA-only… Until I realized that the GPU component was NVidia-only) Good luck to you.