Imaginary Game Engine » Development » PhysX-sharp
PhysX-sharp (previously PhysX.NET) is our C# wrapper around the Ageia PhysX api. It allows you to use the PhysX physics engine in your .NET or XNA pc-game. It is build using our home-made tool DoxyBind, which parses the xml output of the popular documentation generator Doxygen. The generated bindings still need a little manual fixing afterwards, but the results are generally very good. The bindings also support class inheritance wherever possible. Compared to some other bindings for PhysX that are out there, our bindings have the advantage that they use a combination of a C and C# wrapper using P/Invoke. This method is also supported on Linux and MacOS using Mono. Most of the other projects are using C++/CLI which is not (yet) available outside Windows. Because of the automatic generation our bindings also wrap virtually everything. The downside is however, that performance will be a bit lower than for manual bindings and there a greater chance that errors will go unnoticed until someone stumbles over them.
A few remarks to consider when using these bindings: