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The following assets have been deleted from the asset store. * [NVIDIA FleX for Unity (1.0 BETA)](https://assetstore.unity.com/packages/tools/physics/nvidia-flex-for-unity-1-0-beta-120425) * [NVIDIA FleX Unity Plugin Samples (1.0 Beta)](https://assetstore.unity.com/packages/tools/physics/nvidia-flex-unity-plugin-samples-1-0-beta-121316) Also, [the publisher page](https://assetstore.unity.com/publishers/13586) has...

The documentation for [NvFlexSetPhases](https://github.com/NVIDIAGameWorks/FleX/blob/b1ea0f87b72582649c935d53fd8531b1e7335160/include/NvFlex.h#L621-L636) (and the html generated from it) says: > Particles with a non-zero phase id only interact with particles whose phase differs from theirs. This is useful,...

In at least two places I have noticed, the manual suggests allocating a velocity buffer with 32 bytes per element despite only using 24 bytes (i.e., `sizeof(Vec3)`) per element. In...

At [NvFlex.h:692](https://github.com/NVIDIAGameWorks/FleX/blob/b1ea0f87b72582649c935d53fd8531b1e7335160/include/NvFlex.h#L692), a note says: > A particle should not belong to more than one rigid body at a time. But this isn't actually true. Rigid clusters appear to enforce...

Hi, Miles and Friends, I've noticed an issue in FleX whereby plastic deformations don't appear to occur in certain circumstances depending on the value for the _dt_ time step passed...

Hi all, I'm in the process of creating Python bindings for FleX using Pybind11. So far, I've been able to link many of the FleX libraries (static .a libraries, header...

## AABB Initialize problem - /core/aabbtree.h, line86 - origin: Bounds() : m_min(0.0f), m_max(0.0f) - I think it should be: Bounds() : m_min(INFINITY), m_max(-INFINITY) - The reason is when you do...

Hi, I am writing a kernel for projecting custom constraints type. I would like to solve them in a constraint centric way. However, I am not sure how to use...

I need some help, as I'm struggling to build the Unreal Engine 4 from source using Visual Studio 2017. I'm getting an error AFTER the build. So when I press...

Previously in Flex we had explicit control of memory allocation in Cuda so we could serve it from our explicitly managed Cuda memory pools. But now with the advent of...