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Zogrim
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« on: November 24, 2009, 07:50:32 pm »

If you've found any PhysX related news (video, interesting forum discussion), that weren't mentioned at PhysXInfo news feed yet - please post them here, my eye can't spot everything.
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« Reply #1 on: November 27, 2009, 06:48:40 pm »

Postmortem: 8Monkey's Darkest of Days

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In today's Gamasutra feature, the team at Iowa based 8Monkey Labs explain what went right and wrong during the creation of Xbox 360/PC time-traveling shooter Darkest Of Days.
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« Reply #2 on: November 28, 2009, 11:08:56 pm »

Bunch of videos from PFlow Box#2 - PhysX SDK based 3ds Max plug-in
Looks great  Grin
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« Reply #3 on: November 29, 2009, 12:07:15 am »

Videos that haven't fit in WeeklyTube #13

Insectus Bowling
Car Simulation
PhysX implementation
Shaders en el bellota team
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« Reply #4 on: November 30, 2009, 02:39:56 pm »

PhysX Technology overview from hungarian site prodhardver.hu

Uses videos from PhysXInfo as illustrations  Grin
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« Reply #5 on: December 07, 2009, 07:18:28 pm »

BTW, Vadim Mir (RayFire developer) writes recently, that new 2.0 PhysX DCC plug-ins and new 64-bit RayFire may be released in 2-3 week  Cheesy
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« Reply #6 on: December 14, 2009, 01:10:30 am »

New UE3 title - "Spec Ops: The Line" by Yager GmbH was announced at Spike VGA yesterday.
Back in 2005, another game from Yager - called "Eye of The Storm" (development suspended) was supposed to be one of the first titles with extensive support for Ageia PPU. I'm curious to see how things with hardware PhysX will turn this time  Grin
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« Reply #7 on: December 28, 2009, 04:45:33 pm »

Comprehensive UDK review at 4Gamer

Unfortunately in japanese only, but you can watch lots of screenshots.
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« Reply #8 on: December 28, 2009, 06:45:50 pm »

Speaking of UDK, video tutorials, added like month ago, are very usefull too Smiley
http://udn.epicgames.com/Three/VideoTutorials.html
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« Reply #9 on: January 06, 2010, 08:22:44 am »

No Dark Void Demo http://news.bigdownload.com/2010/01/05/no-dark-void-pc-demo-planned/

 BULLSHIT! Angry Cry
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Stefan
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« Reply #10 on: January 12, 2010, 08:28:28 pm »

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Metro 2033 - Technical Q&A

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games.on.net: Can you talk about PhysX and what this will add to the game?

Olez: We?ve done a lot of stuff with PhysX fluids. A lot of stuff with particles too, and there is a lot of destruction in the game. Destruction will be more lifelike with PhysX. Everything can destruct even without NVIDIA hardware, but with NVIDIA hardware it has much better fidelity.

There are a few things specific only to NVIDIA hardware. But as a game developer, we don?t want those to affect gameplay ? it?s mainly visual fidelity, like smoke the smoke effects.
...
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« Reply #11 on: January 14, 2010, 07:25:57 pm »

UE3 round-up:

UT40k : The Chosen UDK

Unreal Tournament Retexturing Project - Extreme End DecayedS Package

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Tegra 2 debuts, runs Unreal Engine 3
Tegra 2 takes after its predecessor, melding an ARM microprocessor architecture with Nvidia GPU and video decoding logic, but it takes things to the next level.
Full story at TechReport, video at Golem

New action game based on the UE3 - Scivelation
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PCGH: Did you use the Physx-SDK that comes with the Unreal Engine 3 or do you develop your own physic engine for the game? If you utilize the PhysX Engine will the game support Nvidas Physx where special effects are calculated on the GPU/Physx-Card? If yes, can you give some details; if no why did you decide against Physx-support?

    Aleksey Savchenko: We use the Physx-SDK that comes with the engine which is fully and perfectly corresponds to demands of the game. As for the very special features that will work only with limited amount of hardware we presume their implementation during final stages of development and have stage planned for that kind of changes which is like, well, once again cannot tell about that.

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« Reply #12 on: January 15, 2010, 02:22:49 pm »

Interesting posts by CrisRay on CPU/GPU PhysX optimizations, developers relations, etc - after he talked with some guys from Nvidia devrel on CES.
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I spent a good amount of time talking to Tony Tamasi about this. Devs havent really been asking for this. Assuming that devs wanted a super highly CPU threaded PhysX implementation. Nvidia would even help with this. But they just haven't...

http://www.rage3d.com/board/showthread.php?t=33932578&page=37
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« Reply #13 on: January 16, 2010, 08:14:07 pm »

January 2010 UDK Beta released!

Preview: Dark Void's PC-Exclusive 3D and PhysX Effects in Action

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« Reply #14 on: January 21, 2010, 08:22:18 pm »

Using Gaze Tracking Systems and Visual Attention Models to Improve Interaction and Rendering of Virtual Environments
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Physics simulation is done using the PhysX API. (only rigid body)

NaturalMotion enters Chinese market
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Morpheme animation harnessed for HapaMe social network
HapaMe uses PhysX already.

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