[Interactive Drive] Add physics via Physx - #423
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/ok to test |
@ArielG-NV, there was an error processing your request: See the following link for more information: https://docs.gha-runners.nvidia.com/cpr/e/1/ |
Greptile SummaryThe PR adds a PhysX-backed object graph and collision simulation to Interactive Drive, removes the Vulkan renderer, and updates the CUDA renderer, configuration, visualization, documentation, and tests.
Confidence Score: 5/5The PR appears safe to merge because the previously reported buffer-lifetime and game-mode-default failures are both resolved. No blocking failure remains. Important Files Changed
Flowchart%%{init: {'theme': 'neutral'}}%%
flowchart LR
Input[Keyboard / controller] --> App[Interactive Drive app]
App --> Config[AppConfig]
Config -->|game mode enabled| Physics[PhysXWorld]
App --> Graph[PhysicsObjectGraph]
Graph --> Physics
Physics --> State[Native state buffers]
State --> Scene[MutableObjectSceneBuffer]
Scene --> CUDA[CUDA renderer]
CUDA --> Views[Camera / BEV / debug views]
Physics --> Effects[Collision events and visual flare]
Reviews (6): Last reviewed commit: "clean up readme" | Re-trigger Greptile |
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/ok to test b4b2d3e |
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/ok to test a5f9ead |
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/ok to test 79c8053 |
Signed-off-by: Ariel Glasroth <aglasroth@nvidia.com>
…ame mode is opt-in
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/ok to test 69c5f6e |
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/ok to test e6b1e6f |
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cache invalidation for ludus renderer physx builds requires hardening (more eager to delete), making pr into draft. will likely close and branch off with fixes. |
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same as #430 |
Fixes: #313
Changes:
greencar to identify the ego on the BEV.--game-modeflag for the interactive-drive demos3, a physx-debug view. This view enabled viewing the colliders we setup on the backend of physx: vehicles, pedestrians, road-boundaries as walls, etc....