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InWorldz PhysX physics goes beta

In April 2012, InWorldz began full time work on integrating the PhysX physics SDK into our virtual world platform. Over the course of the 4 – 5 months that followed, we have made tremendous progress and are finally ready to begin beta testing.

We are scheduling the first limited beta for August 25th, 2012 at 12:00 pm PDT. We ask that you only sign up for this first beta if you are a content developer and plan on utilizing PhysX for your projects (personal or commercial). If you would like to be part of this beta test, please send an email to with the full name of your InWorldz avatar and a sentence or two of how you are planning to use physics for your projects.

This first beta test will be limited in number of participants so that we can properly address issues that arise during testing. Don’t be disappointed if we cant fit you into the first test, there will be more.

This beta test is for Phase1 of the physics project which includes:

  • Much attention given to stability and avoiding physics related crashes. This is our number one reason for region downtime on ODE even without prim physics enabled.
  • A complete rewrite of avatar motion and avatar physics. Problems fixed include: not being able to walk up reasonably sized steps, randomly bent legs that require you to sit down and stand up to fix, and control delays between pressing controls and your avatar reacting.
  • Implementation of physical primitive objects and link sets with realistic looking collisions that respect object inertia and center of mass.
  • Support for LSL collision notifications for both physical and non-physical prims
  • Support for trigger shapes (llVolumeDetect)
  • Support for the application of forces and basic physics parameters. Build flying objects, rockets, as well as force based land, sea or air vehicles that can ride on the water, terrain or prim roads.
  • Support for complex physics machines. Use physics shapes to link parts together to build chains, rotating machines, gears, and other connected parts.
  • Change the force of Z axis gravity on your region for space, underwater, or other simulations

Phase1 of the project does not include:

  • Mesh physics implementation
  • Vehicle specific LSL parameters and functions (llSetVehicleType, llSetVehicleFloatParam, etc).

PhysX phase2 development will begin immediately following the deployment of phase1 to the main grid and will implement the vehicle functions with incremental releases along the way for the various predefined vehicle types.

This release puts InWorldz in a position to provide advanced and unique physics functionality to all of our residents. In the future we will implement functions to support more complex machines, physical attractors (think gravity guns), accurate mesh physics, springs, and other physics joints.

Thank you for your enthusiasm and support through this period of InWorldz development. We can’t wait to see what you’ll create.


No ping yet

  1. Cyall says:


  2. Sarge Misfit says:

    *grins widely*

    I’m getting some vehicles ready, just need those vehicle parameters & functions to be implemented.

    How does “Honest Sarge’s Used Cars” sound? *laughs*

  3. Karmen Harris says:

    Yayayayay! So excited.

  4. Charles2 McCaw says:

    Is a new copy of a VR “used car” actually a “used car?”

    1. Sarge Misfit says:

      Geez, things are confusing enough. Charles.

      I’m going to rely on the tried and true method marketing agencies use to stretch truth in advertising and call it “artistic license” *grins*

  5. Balpien Hammerer says:

    The physx beta work is progressing well. Here are links to videos demonstrating physics based items:

  6. Syn Short says:

    Noticed on my sim that my feet sink into the floor in various parts. I am new here, so if this is normal, please disregard. As i walk around the room, my AV will rise and fall depending on whatever invisible level the floor decides to be.

    The prims are tapered with Y axis facing up and Z axis horizontal.

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