{"id":19248585,"url":"https://github.com/nvidiagameworks/blast","last_synced_at":"2025-04-08T08:12:15.341Z","repository":{"id":46354160,"uuid":"81122493","full_name":"NVIDIAGameWorks/Blast","owner":"NVIDIAGameWorks","description":"A modular destruction SDK designed for performance and flexibility, replacing APEX destruction","archived":false,"fork":false,"pushed_at":"2024-12-21T00:49:57.000Z","size":407340,"stargazers_count":409,"open_issues_count":2,"forks_count":77,"subscribers_count":53,"default_branch":"master","last_synced_at":"2025-04-01T05:33:35.661Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":"https://developer.nvidia.com/blast","language":"C++","has_issues":false,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"other","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/NVIDIAGameWorks.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"license.txt","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2017-02-06T19:18:34.000Z","updated_at":"2025-02-26T09:21:45.000Z","dependencies_parsed_at":"2024-11-30T21:01:38.662Z","dependency_job_id":"49f3acdb-4819-4cc5-98ee-10ef7b660eb4","html_url":"https://github.com/NVIDIAGameWorks/Blast","commit_stats":{"total_commits":60,"total_committers":8,"mean_commits":7.5,"dds":0.2666666666666667,"last_synced_commit":"eb169fe87c9957d89e6132048317a5732299f6bf"},"previous_names":[],"tags_count":24,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIAGameWorks%2FBlast","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIAGameWorks%2FBlast/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIAGameWorks%2FBlast/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/NVIDIAGameWorks%2FBlast/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/NVIDIAGameWorks","download_url":"https://codeload.github.com/NVIDIAGameWorks/Blast/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":247801170,"owners_count":20998339,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-11-09T18:09:14.139Z","updated_at":"2025-04-08T08:12:15.317Z","avatar_url":"https://github.com/NVIDIAGameWorks.png","language":"C++","funding_links":[],"categories":[],"sub_categories":[],"readme":"Blast 1.1.10\r\n============\r\n\r\n![Alt text](/images/blast.png?raw=true \"Blast Intro\")\r\n\r\nIntroduction\r\n------------\r\n\r\nBlast is a new NVIDIA GameWorks destruction library.  It consists of three layers: the low-level (NvBlast), a high-level \"toolkit\"\r\nwrapper (NvBlastTk), and extensions (prefixed with NvBlastExt).  This layered API is designed to allow short ramp-up time for\r\nfirst usage (through the Ext and Tk APIs) while also allowing for customization and optimization by experienced users through the\r\nlow-level API.\r\n\r\nThis library is intended to replace APEX Destruction.  It is being developed with the goal of addressing shortcomings in\r\nperformance, stability, and customizability of the APEX Destruction module.\r\n\r\nSome notable features of NvBlast:\r\n* C-style API consisting of stateless functions, with no global framework or context.\r\n* Functions do not spawn tasks, allocate, or deallocate memory.\r\n* A support structure may be defined that includes chunks from different hierarchical depths.\r\n* Multiple chunk hierarchies may exist in a single asset.\r\n* Damage behavior is completely defined by user-supplied \"shader\" functions.\r\n* Has a portable memory layout for assets and actor families, which allows for memcopy cloning and direct binary serialization (on platforms with the same endianness).\r\n\r\nFeatures of NvBlastTk:\r\n* C++ API which includes a global framework.\r\n* Manages objects, allocating and deallocating using a user-supplied callback.\r\n* Generates \"worker\" objects to process damage, which the user may call from multiple threads.\r\n* Uses an event system to inform the user of actor splitting and chunk fracturing.\r\n* Introduces a joint representation which uses the event system to allow the user to update physical joints between actors.\r\n\r\nNotably absent from NvBlast and NvBlastTk:\r\n* There is no physics or collision representation.\r\n* There is no graphics representation.\r\n\r\nBlast, at the low-level and toolkit layer are physics and graphics agnostic.  It is entirely up to the user to create such representations\r\nwhen blast objects are created.  Updates to those objects (such as actor splitting) are passed to the user as the output of a split\r\nfunction in the low-level API, or through a split event in the toolkit API.  This allows Blast to be used with any physics SDK and any\r\nrendering library.\r\n\r\nIn order to help the user get started quickly, however, there is a PhysX-specific Blast extension which uses BlastTk and manages PhysX actors\r\nand joints.  The source code for this extension, like all Blast extensions, is intended to be a reference implementation.\r\n\r\nCurrent blast extensions:\r\n* ExtAssetUtils - NvBlastAsset utility functions. Add world bonds, merge assets, and transform geometric data. \r\n* ExtAuthoring - a set of geometric tools which can split a mesh hierarchically and create a Blast asset, along with collision geometry and chunk graphics meshes in a separate files.\r\n* ExtImport - provides functions to import an APEX Destructible Asset to create a Blast asset.\r\n* ExtExporter - standard mesh and collision writer tools in fbx, obj, and json formats. \r\n* ExtPhysX - a physics manager using PhysX which keeps PxActors and PxJoints updated in a user-supplied PxScene.  It handles impact damage (through the contact callback), includes a stress solver wrapper, and provides a listener that enables multiple clients to keep their state synchronized.\r\n* ExtSerialization, ExtTkSerialization, ExtPxSerialization - serialization extensions for low-level, Tk and Px layers. Uses Cap'n Proto to provide robust serialization across different platforms.\r\n* ExtShaders - sample damage shaders to pass to both the low-level and Tk actor damage functions.\r\n* ExtStress - a toolkit for performing stress calculations on low-evel Blast actors, using a minimal API to assign masses and apply forces. Does not use any external physics library. \r\n\r\nDocumentation\r\n-------------\r\n\r\nSee [docs/api_docs/index.html](docs/api_docs/index.html) for api documentation.\r\n\r\nSee [docs/source_docs/index.html](docs/source_docs/index.html) for full source doxygen pages.\r\n\r\nSee [docs/release_notes.txt](docs/release_notes.txt) for changes.\r\n\r\nCompiling\r\n---------\r\n\r\nFor windows (VS2017):\r\n* Run `generate_projects_vc15win64.bat'.\r\nThis step will download all necessary dependencies that are not already downloaded into a folder `NVIDIA/packman-repo` at the root of your hard drive, so\r\nthis might take some time the first time one of these scripts is run (or when a dependency version changes).\r\n* Open `compiler/vc15winBB-cmake/BlastAll.sln`.  This contains all Blast windows projects, including the\r\nlow-level, toolkit, extensions, tools, tests, and sample.\r\n* If you run the sample, you should first run `download_sample_resources.bat`.  This will load complex asset\r\nfiles with nontrivial graphics meshes.  Without these assets, only procedurally-generated box assets are available\r\nin the sample.\r\n\r\nFor linux:\r\n* Run `generate_projects_linux.sh`.  This step will download all necessary dependencies that are not already\r\ndownloaded into a folder `NVIDIA/packman-repo` at the root of your hard drive, so this might take some time the first\r\ntime the script is run (or when a dependency version changes).\r\n* Makefiles will be generated in `compiler/linux64-CONFIG-gcc`, where CONFIG = debug or release.\r\nThese will build all Blast linux projects, including the low-level, toolkit, extensions, and tests.\r\n\r\nFor PS4 and XBoxOne:\r\n* Please visit https://developer.nvidia.com in order to contact NVIDIA for further information.\r\n\r\nTools and Samples Binaries (Windows only)\r\n-----------------------------------------\r\n\r\nBlast tools and sample executables, along with all necessary supporting libraries, are packaged in the\r\n[blast_tools_and_samples-windows.zip](blast_tools_and_samples-windows.zip) file.  This allows someone without a development environment to use these\r\napplications.\r\n\r\nUnreal Engine 4 Plugin\r\n----------------------\r\n\r\nUE4.19.2: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19\r\n\r\nUE4.20.3: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.20\r\n\r\nUE4 github access is required to access this repo, more info: https://developer.nvidia.com/nvidia-gameworks-and-ue4\r\n\r\nIncludes authoring in UnrealEd and sample maps.\r\n\r\nGallery\r\n-------\r\n\r\n### Tower explosion\r\n![Alt text](/images/tower_explode.png?raw=true \"Blast Sample: tower explode\")\r\n### Bunny impact damage\r\n![Alt text](/images/bunny_impact.png?raw=true \"Blast Sample: bunny impact\")\r\n### Layered cube explosion\r\n![Alt text](/images/cube_explode.png?raw=true \"Blast Sample: cube explode\")\r\n### Table impact damage\r\n![Alt text](/images/table_impact_wireframe.png?raw=true \"Blast Sample: table impact\")\r\n### Tower slice\r\n![Alt text](/images/tower_slice.png?raw=true \"Blast Sample: tower slice\")\r\n### Wall impact damage\r\n![Alt text](/images/wall_impact.png?raw=true \"Blast Sample: wall impact\")\r\n### Stress solver\r\n![Alt text](/images/stress.png?raw=true \"Blast Sample: stress solver\")\r\n### Joints\r\n![Alt text](/images/joints.png?raw=true \"Blast Sample: joints\")\r\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnvidiagameworks%2Fblast","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fnvidiagameworks%2Fblast","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fnvidiagameworks%2Fblast/lists"}