{"id":123430,"date":"2025-04-06T09:05:14","date_gmt":"2025-04-06T07:05:14","guid":{"rendered":"https:\/\/prohoster.info\/blog\/novosti-interneta\/nvidia-opublikovala-dvizhok-physx-5-6-0-i-otkryla-kod-flow-gpu"},"modified":"2025-04-06T09:05:14","modified_gmt":"2025-04-06T07:05:14","slug":"nvidia-opublikovala-dvizhok-physx-5-6-0-i-otkryla-kod-flow-gpu","status":"publish","type":"post","link":"https:\/\/prohoster.info\/de\/blog\/news\/nvidia-opublikovala-dvizhok-physx-5-6-0-i-otkryla-kod-flow-gpu","title":{"rendered":"NVIDIA hat die PhysX-Engine 5.6.0 ver\u00f6ffentlicht und den Flow GPU-Code ge\u00f6ffnet","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Die Firma NVIDIA hat das Release der Simulations-Engine f\u00fcr physikalische Prozesse PhysX 5.6 und das damit verbundene PhysX SDK-Toolkit ver\u00f6ffentlicht. Gleichzeitig steht eine neue Version der Fl\u00fcssigkeitsmodellierungsbibliothek Flow 2.2.0 zur Verf\u00fcgung. Der Code des Projekts wird unter der BSD-3-Lizenz ver\u00f6ffentlicht und unterst\u00fctzt die Plattformen Linux, macOS, iOS, Windows und Android.     <\/p>\n<p>Obwohl das PhysX SDK seit 2018 unter der BSD-Lizenz mit Quellcode ver\u00f6ffentlicht wird, wurde bis jetzt der Code mit einer bedeutenden Ausnahme ver\u00f6ffentlicht &#8212; der Code des Simulationskernes (GPU-Simulationskernel) war nicht enthalten. Mit dem Update des PhysX SDK 5.6 hat NVIDIA den gesamten entsprechende Code unter der BSD-Lizenz freigegeben und in das SDK integriert. \u00dcber 500 fertige CUDA-Kerne sind verf\u00fcgbar, die Funktionen wie die Dynamik fester K\u00f6rper, Fl\u00fcssigkeitssimulation und die Modellierung von Objektdeformationen bereitstellen. Zudem wurde der Zugriff auf Flow GPU mit vollst\u00e4ndiger Implementierung von Compute-Shadern f\u00fcr das Flow SDK ge\u00f6ffnet.    <\/p>\n<p>PhysX ist eine der beliebtesten physikalischen Engines, die in fast tausend Spielen f\u00fcr die Verarbeitung physikalischer Interaktionen eingesetzt wird und in viele Game Engines integriert ist, darunter Unreal Engine, Unity3D, AnvilNext, Stingray, Dunia 2 und REDengine. Die Engine ist skalierbar f\u00fcr verschiedene Hardware, von Smartphones bis hin zu leistungsstarken Workstations mit Multi-Core-CPUs und GPUs, und erm\u00f6glicht die Nutzung der GPU-Ressourcen zur Beschleunigung der Effekteverarbeitung.     <\/p>\n<p>Zu den Anwendungsbereichen von PhysX geh\u00f6ren die Realisierung von Effekten wie Zerst\u00f6rungen, Explosionen, realistische Bewegungen von Charakteren und Fahrzeugen, aufsteigender Rauch, sich im Wind wiegende B\u00e4ume, flie\u00dfendes Wasser, das Hindernisse umgeht, wehende und rei\u00dfende Kleidung sowie Kollisionen und Interaktionen mit festen und weichen K\u00f6rpern. Neben der Spielentwicklung kann die Engine auch in Bereichen wie der Datensynthese f\u00fcr die Forschung im Bereich k\u00fcnstliche Intelligenz und dem Training neuronaler Netzwerke, dem Erstellen realistischer Umgebungen f\u00fcr das Training von Robotern und der Simulation realer Bedingungen beim Test von autonomen Fahrzeugen und Autopiloten eingesetzt werden.     <\/p>\n<p>\n<br \/>Quelle: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=63030\">opennet.ru<\/a> <\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f NVIDIA \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u0440\u0435\u043b\u0438\u0437 \u0434\u0432\u0438\u0436\u043a\u0430 \u0441\u0438\u043c\u0443\u043b\u044f\u0446\u0438\u0438 \u0444\u0438\u0437\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u043e\u0446\u0435\u0441\u0441\u043e\u0432 PhysX 5.6 \u0438 \u0441\u0432\u044f\u0437\u0430\u043d\u043d\u043e\u0433\u043e \u0441 \u043d\u0438\u043c \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u0430\u0440\u0438\u044f PhysX SDK. \u041e\u0434\u043d\u043e\u0432\u0440\u0435\u043c\u0435\u043d\u043d\u043e \u0434\u043e\u0441\u0442\u0443\u043f\u043d\u0430 \u043d\u043e\u0432\u0430\u044f \u0432\u0435\u0440\u0441\u0438\u044f \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 \u043c\u043e\u0434\u0435\u043b\u0438\u0440\u043e\u0432\u0430\u043d\u0438\u044f \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0435\u0439 Flow 2.2.0. \u041a\u043e\u0434 \u043f\u0440\u043e\u0435\u043a\u0442\u0430 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 BSD-3 \u0438 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0435\u0442 \u043f\u043b\u0430\u0442\u0444\u043e\u0440\u043c\u044b Linux, macOS, iOS, Windows \u0438 Android. \u041d\u0435\u0441\u043c\u043e\u0442\u0440\u044f \u043d\u0430 \u0442\u043e, \u0447\u0442\u043e PhysX SDK \u0441 2018 \u0433\u043e\u0434\u0430 \u043f\u0443\u0431\u043b\u0438\u043a\u0443\u0435\u0442\u0441\u044f \u0441 \u0438\u0441\u0445\u043e\u0434\u043d\u044b\u043c \u043a\u043e\u0434\u043e\u043c \u043f\u043e\u0434 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-123430","post","type-post","status-publish","format-standard","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - 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