Just wondering how Physx is coming on with the next version?

There is a c# wrapper that is almost complete. https://github.com/stilldesign/PhysX.Net

Please don't create a subset like unity have and make it complete :) Especially PhysX PxVehicle the above typically seems complete apart from PxVehicleDriveTank which is of personal interest. Ce La Vie and all that :)

Just as feedback currently a Unity noob but Godot 4.0 with Vulcan and PhysX is of much interest.

Cloth is part of it, think its been in since 3.3 but since PhysX went opensource I think 4.1 is coming to Godot 4.0 rather than bullet. I just wondered what and also if the PxVehicleDriveTank from the vehicle module is included as that looks like a thin and performant method.

4 days later

What are the advantages of PhysX? What makes it worth the extra development time?

And would PhysX be worse than bullet on some platforms? (Android, AMD Gpus, etc)? Does it degrade the performance at all on non Nvidia hardware?

Only GPU would be faster(on higher end GPUs anyways), and that only runs on Nvidia GPUs. Physics running on CPU would be slower with PhysX than with either Havok or Bullet. And godot already utilizes Bullet.

Supposedly in Godot 4.0 <blockquote class="twitter-tweet"><p lang="en" dir="ltr">There are many issues with Bullet that are difficult to solve, and also PhysX came out as open source, so i guess will need to reevaluate everything.</p>&mdash; Juan Linietsky (@reduzio) January 13, 2019</blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>

PhysX GPU based has been sort of dead for quite a while as its implementation would require Nvidia only machines. Godot has a plugable physics system just doesn't have a plugin for havoc but unlikely due to its PayIn/ Proprietary nature. With the above like Juan Linietsky says "There are many issues with Bullet that are difficult to solve"

So CPU based PhysX is looking likely Godot mainstream.