{"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\/it\/blog\/news\/nvidia-opublikovala-dvizhok-physx-5-6-0-i-otkryla-kod-flow-gpu","title":{"rendered":"NVIDIA ha pubblicato il motore PhysX 5.6.0 e ha reso disponibile il codice di Flow GPU","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>L'azienda NVIDIA ha pubblicato il rilascio del motore di simulazione fisica PhysX 5.6 e degli strumenti correlati PhysX SDK. \u00c8 disponibile anche una nuova versione della libreria di modellazione dei fluidi Flow 2.2.0. Il codice del progetto \u00e8 distribuito sotto licenza BSD-3 e supporta le piattaforme Linux, macOS, iOS, Windows e Android.     <\/p>\n<p>Nonostante il fatto che il PhysX SDK venga pubblicato dal 2018 con il codice sorgente sotto licenza BSD, fino ad ora il codice \u00e8 stato pubblicato con un'importante eccezione: non era incluso il codice del kernel di simulazione (GPU simulation kernel). Con l'aggiornamento del SDK PhysX 5.6, NVIDIA ha aperto sotto licenza BSD tutto il codice pertinente e lo ha incluso nel SDK. Sono disponibili oltre 500 kernel pronti per CUDA, che offrono funzionalit\u00e0 come la dinamica dei corpi rigidi, la simulazione dei fluidi e la modellazione della deformazione degli oggetti. Inoltre, \u00e8 stato aperto l'accesso a Flow GPU con un'implementazione completa degli shader di calcolo su GPU per il Flow SDK.    <\/p>\n<p>PhysX \u00e8 uno dei motori fisici pi\u00f9 popolari, utilizzato per gestire le interazioni fisiche in quasi mille giochi ed \u00e8 presente in molti motori di gioco, tra cui Unreal Engine, Unity3D, AnvilNext, Stingray, Dunia 2 e REDengine. Il motore \u00e8 scalabile per diverse attrezzature, dagli smartphone a potenti workstation con CPU e GPU multicore, e consente l'uso delle capacit\u00e0 della GPU per accelerare l'elaborazione degli effetti.     <\/p>\n<p>Tra le aree di applicazione di PhysX si evidenziano l'implementazione di effetti come distruzione, esplosioni, movimenti realistici di personaggi e veicoli, fumi ondeggianti, alberi piegati dal vento, acqua che scorre e supera ostacoli, vestiti che sventolano e si strappano, collisioni e interazioni con corpi rigidi e morbidi. Oltre allo sviluppo di videogiochi, il motore pu\u00f2 essere utilizzato anche in ambiti come la sintesi di dati per ricerche nel campo dell'intelligenza artificiale e per l'addestramento di reti neurali, la creazione di ambienti realistici per l'addestramento di robot, la simulazione di condizioni reali nel test di veicoli autonomi e dei loro piloti automatici.     <\/p>\n<p>\n<br \/>Fonte: <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 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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