Unity3D如何在不需要PhysX运行时的情况下使用PhysX? [英] How does Unity3D use PhysX without requiring the PhysX runtime?

查看:416
本文介绍了Unity3D如何在不需要PhysX运行时的情况下使用PhysX?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

当我看着使用PhysX时,必须像安装.NET一样安装运行时.但是我注意到Unity3D使用PhysX,并且Unity3D插件的安装非常简单,并且似乎没有添加第三方组件.这怎么可能?

When I looked at using PhysX, one had to install a runtime a bit like installing .NET. However I note Unity3D employs PhysX and Unity3D plugin installation is fairly simple and doesn't appear to add 3rd-party components. How is this possible?

推荐答案

作为合作伙伴,他们大概可以访问PhysX的特殊版本甚至源代码,从而使Unity可以直接链接到PhysX或与PhysX捆绑在一起.仅仅因为一种核心技术是以一种方式(例如最终用户运行时或nVidia驱动程序)进行分配的,并不意味着那是 only 方式.

As a partner, they presumably would have access to special builds or even source code for PhysX, allowing Unity to link in or bundle with PhysX directly. Just because a core technology is distributed one way (say the end-user run-time or nVidia drivers), doesn't mean that that's the only way.

请记住,PhysX不需要硬件加速,并且可以单独充当软件物理引擎.

Also keep in mind, PhysX doesn't require hardware acceleration and can act as a software physics engine by itself.

这篇关于Unity3D如何在不需要PhysX运行时的情况下使用PhysX?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆