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Release Notes
Blast™ SDK 1.0 (24-Feb-2017)
New Features
- Serialization enabled for XBoxOne
Changes
- tclap, imgui, moved to Packman package
- Models and textures for the sample application have been moved to Packman
- Packman packages with platform-specific sections have been split into platform-specific packages
- Improvements to fracturing tools
- TkJoint events no longer contain actor data
- API cleanup:
- NvBlastActorCreate -> NvBlastFamilyCreateFirstActor
- NvBlastActorRelease -> NvBlastActorDeactivate
- NvBlastActorDeserialize -> NvBlastFamilyDeserializeActor
- Functions that operate on an object start with NvBlast[ObjectName]
- Functions that create an object purely from a desc start with NvBlastCreate
- Functions that get scratch start with NvBlast[Object]GetScratchFor[functionname], etc.
- Object functions take the object as the first input parameter (non-optional output parameters always come first)
- Removal of NvBlastCommon.h
- More consistent parameter checking in low-level API
- NvBlastAlloc and NvBlastFree functions have been removed. Blast low-level no longer does (de)allocation. All
- Memory is passed in and managed by the user
- All Blast low-level functions take a log (NvBlastLog) function pointer (which may still be NULL)
- Authoring tool now handles FBX mesh format
- Constructor for TkAssetDesc sets sane defaults
- Sample uses skinning for the 38k tower, for perf improvement
- Further optimzations to sample, including using 4 instead of 2 CPU cores and capping the actor count at 40k
- Linux build (SDK and tests)
- Renamed TkJointUpdateEvent::eventSubtype -> TkJointUpdateEvent::subtype
- "LowLevel" extension renamed "ConvertLL"
- Renamed TkEventReceiver -> TkEventListener
Bug Fixes
- Can change worker thread count in CPU dispatcher
- TkJoints created from the TkFramework::createJoint function are now released when the TkFramework is released
- Various fixes to unit tests
- Crash fix in CPU dispatcher
- Returning enough buffer space to handle hierarchical fracturing cases
Known Issues
- Serialization requires documentation
Blast™ SDK 1.0 beta (24-Jan-2017)
New Features
- TkFamily serialization
- Versioned data serialization extensions for both low-level and Tk, based on Cap'n Proto
- TkJoint API, can create joints at runtime, attachments to Newtonian Reference Frame supported
- CMake projects
- PackMan used for dependencies
- Per-bond and per-chunk health initialization
- XBoxOne and Windows support for perf zones
- Timers in Tk
- Stress solver (automatic bond breaking)
- ExtPx asset serialization, combined TkAsset + PhysX collision meshes (.bpxa files)
Changes
- Material API simplified (NvBlastProgramParams)
- Nv::Blast::ExtPhysics renamed Nv::Blast::ExtPx
- Various small changes to the low-level API (function renaming, argument list changes, etc.)
- Extensions libraries reconfigured according to major dependencies and functionality:
- Authoring
- Import (depends on PhysX and APEX)
- PhysX (depends on PhysX)
- Serialization (depends on PhysX and Cap'n Proto)
- Shaders
- Source folder reorganization: low-level, Tk, and extensions all under an sdk folder
Removed Features
- TkComposite objects. Composites may be created using the new TkJoint API in the TkFramework
Known Issues
- Serialization requires documentation
Blast™ SDK 1.0 alpha (21-Oct-2016)
Features
- Blast (low-level) library
- BlastTk (high-level) library
- BlastExt (extensions) library including:
- AssetAuthoring
- DataConverter
- BlastID Utilities
- ApexImporter Utilities
- Materials
- Physics Manager
- Sync Layer
- Tools:
- ApexImporter
- DataConverter
- AuthoringTool
- Samples:
Known Issues
- Documentation incomplete
- TkFamily cannot be serialized
- Data conversion utility for Tk library does not exist
- Material API is still changing
NVIDIA® GameWorks™ Documentation Rev. 1.0.220830 ©2014-2022. NVIDIA Corporation and affiliates. All Rights Reserved.