gpgpu vs. physX for physics simulation

Posted by notabene on Game Development See other posts from Game Development or by notabene
Published on 2011-01-05T23:21:47Z Indexed on 2011/01/06 0:00 UTC
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Hello

First theoretical question. What is better (faster)? Develop your own gpgpu techniques for physics simulation (cloth, fluids, colisions...) or to use PhysX?
(If i say develop i mean implement existing algorithms like navier-strokes...)

I don't care about what will take more time to develop. What will be faster for end user? As i understand that physx are accelerated through PPU units in gpu, does it mean that physical simulation can run in paralel with rastarization? Are PPUs different units than unified shader units used as vertex/geometry/pixel/gpgpu shader units?

And little non-theoretical question: Is physx able to do sofisticated simulation equal to lets say Autodesk's Maya fluid solver?

Are there any c++ gpu accelerated physics frameworks to try? (I am interested in both physx and gpgpu, commercial engines are ok too).

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