[Interactive Drive] Add physics via Physx - #423
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/ok to test |
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Greptile SummaryThe PR adds a PhysX-backed object graph and collision simulation to Interactive Drive, removes the Vulkan rendering backend, and expands the CUDA renderer and driving presentation.
Confidence Score: 5/5The PR appears safe to merge because no blocking failure remains. The native buffer views now retain their NativeScene owner, and AppConfig initialization now disables game-mode-only behavior unless game mode is enabled, so both previously reported failures are resolved. Important Files Changed
Flowchart%%{init: {'theme': 'neutral'}}%%
flowchart LR
Input[Keyboard / Driving Input] --> Loop[Interactive Drive Runtime]
Loop --> Graph[Physics Object Graph]
Graph --> PhysX[Native PhysX Scene]
PhysX --> Buffers[Stable Scene State Buffers]
Buffers --> CUDA[CUDA Rasterizer]
CUDA --> Views[RGB / BEV / PhysX Debug Views]
PhysX --> Effects[Collision Flare and Game Effects]
Reviews (5): Last reviewed commit: "fix failing tests" | Re-trigger Greptile |
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Signed-off-by: Ariel Glasroth <aglasroth@nvidia.com>
…ame mode is opt-in
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/ok to test 69c5f6e |
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....