Implementing a custom PhysX build. Possible? (Solved: Yes)

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.

Thanks.

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.

other physics have been tested too like,

Interesting, don’t suppose you remember any usernames or key phrases I can search for?

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.

founded,

https://github.com/fholm/pxsharp

Thank 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.

AHA! yes the whole GPU thing… there’s no point in waiting for Unity in that regard, so best of luck and indeed why not?! :slight_smile:

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. :slight_smile:

I wonder if it’s actually allowed to port the GPU part.