This release of IrrPhysx - v0.3 - has added support for Fluids, both in hardware (given a compliant GPU) and software (cpu). I also removed a mesh called "platform" from the GameExample that crashed the Release exe when not running through MSVC. This is an initial release; there are many tweaks that could be made to the fluid system - source code is supplied, allowing people to modify as required.
Please note: v0.3 was developed on an nVidia GPU with hardware PhysX support. Although software (cpu) fluids are possible with v0.3 the GameExample expects hw PhysX support.
![Image](http://sio2.g0dsoft.com/irrphysx_0_3.jpg)
Please note: adding fluid support to your apps will require a little bit of work. The GameExample is just that - an example of adding fluids to a scene. In the GameExample fluids are rendered as particles - a full shader system will be required and much tweaking of fluid/emitter parameters to obtain your desired look.
IrrPhysx 0.3 Source:
http://sio2.g0dsoft.com/IrrPhysx-v0_3.zip
IrrPhysx 0.3 GameExample Source:
http://sio2.g0dsoft.com/IrrPhysx-v0_3-GameExample.zip
IrrPhysx 0.3 GameExample Source (with Blindside's water droplet shader):
http://sio2.g0dsoft.com/IrrPhysx-v0_3-G ... action.zip
A big thanks to JP for v0.2, without which I could not have made v0.3.
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