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	<title>Comments on: SIGGRAPH 2010: Nvidia APEX and Scalability</title>
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	<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/</link>
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		<title>By: DigitalDemolition</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-1313</link>
		<dc:creator>DigitalDemolition</dc:creator>
		<pubDate>Sun, 03 Oct 2010 03:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-1313</guid>
		<description>The static objects with breakable joints are still implemented in the Unreal Development Kit, they are actually a bunch of simple Kactor&#039;s with rigid body physics, interconnected with Joint actors. there are quite a few ways people could do this and still can! I have upgraded in my work now and use metal cloth beams interconnected with joints. it&#039;s basically a paint weighted plane mesh with a cloth bone and no rigid vertices exported with the actor-x plugin. the cloth objects yield excellent results with compartment mode on! anyways I am eager to try the apex module : )</description>
		<content:encoded><![CDATA[<p>The static objects with breakable joints are still implemented in the Unreal Development Kit, they are actually a bunch of simple Kactor&#8217;s with rigid body physics, interconnected with Joint actors. there are quite a few ways people could do this and still can! I have upgraded in my work now and use metal cloth beams interconnected with joints. it&#8217;s basically a paint weighted plane mesh with a cloth bone and no rigid vertices exported with the actor-x plugin. the cloth objects yield excellent results with compartment mode on! anyways I am eager to try the apex module : )</p>
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	<item>
		<title>By: David Black</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-916</link>
		<dc:creator>David Black</dc:creator>
		<pubDate>Fri, 30 Jul 2010 15:07:46 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-916</guid>
		<description>CPU should have been C++ ...</description>
		<content:encoded><![CDATA[<p>CPU should have been C++ &#8230;</p>
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		<title>By: David Black</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-915</link>
		<dc:creator>David Black</dc:creator>
		<pubDate>Fri, 30 Jul 2010 15:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-915</guid>
		<description>&gt;&gt;&gt;
Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:
&lt;&lt;&lt;

So far there is not enough info to show that this isnt possible. Apparently there is a CPU interface so perhaps that could be used to generate new geometry Just In Time.</description>
		<content:encoded><![CDATA[<p>&gt;&gt;&gt;<br />
Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:<br />
&lt;&lt;&lt;</p>
<p>So far there is not enough info to show that this isnt possible. Apparently there is a CPU interface so perhaps that could be used to generate new geometry Just In Time.</p>
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	<item>
		<title>By: MicrO</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-914</link>
		<dc:creator>MicrO</dc:creator>
		<pubDate>Fri, 30 Jul 2010 14:56:28 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-914</guid>
		<description>Vojtech:true, buulding destructions is cool</description>
		<content:encoded><![CDATA[<p>Vojtech:true, buulding destructions is cool</p>
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	<item>
		<title>By: Vojtech</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-913</link>
		<dc:creator>Vojtech</dc:creator>
		<pubDate>Fri, 30 Jul 2010 14:24:56 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-913</guid>
		<description>Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:

http://www.youtube.com/user/DigitalDemolition#p/u/22/krUNDs0wOVI</description>
		<content:encoded><![CDATA[<p>Interesting. LOD is realy good implemented i guess. Destructibles are easier to create but i prefer something procedural, generating realtime. Also i miss some way to create structures like that, static with breakable joints:</p>
<p><a href="http://www.youtube.com/user/DigitalDemolition#p/u/22/krUNDs0wOVI" rel="nofollow">http://www.youtube.com/user/DigitalDemolition#p/u/22/krUNDs0wOVI</a></p>
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	<item>
		<title>By: Zogrim</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-912</link>
		<dc:creator>Zogrim</dc:creator>
		<pubDate>Thu, 29 Jul 2010 23:36:56 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-912</guid>
		<description>&lt;i&gt;You managed to watch the APEX video very fast&lt;/i&gt;
Not as fast as I planned ;)

&lt;i&gt;The presentation had a good level of detail&lt;/i&gt;
Indeed. APEX is now close to release, afaik.</description>
		<content:encoded><![CDATA[<p><i>You managed to watch the APEX video very fast</i><br />
Not as fast as I planned <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><i>The presentation had a good level of detail</i><br />
Indeed. APEX is now close to release, afaik.</p>
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	<item>
		<title>By: MicrO</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-911</link>
		<dc:creator>MicrO</dc:creator>
		<pubDate>Thu, 29 Jul 2010 22:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-911</guid>
		<description>clothing in high is AMAZING !</description>
		<content:encoded><![CDATA[<p>clothing in high is AMAZING !</p>
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	<item>
		<title>By: David Black</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-910</link>
		<dc:creator>David Black</dc:creator>
		<pubDate>Thu, 29 Jul 2010 22:19:24 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-910</guid>
		<description>The presentation had a good level of detail, better than previous years.</description>
		<content:encoded><![CDATA[<p>The presentation had a good level of detail, better than previous years.</p>
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	<item>
		<title>By: David Black</title>
		<link>http://physxinfo.com/news/3471/siggraph-2010-nvidia-apex-and-scalability/#comment-909</link>
		<dc:creator>David Black</dc:creator>
		<pubDate>Thu, 29 Jul 2010 21:44:07 +0000</pubDate>
		<guid isPermaLink="false">http://physxinfo.com/news/?p=3471#comment-909</guid>
		<description>You managed to watch the APEX video very fast and write this post, considering when the videos became available... :-)</description>
		<content:encoded><![CDATA[<p>You managed to watch the APEX video very fast and write this post, considering when the videos became available&#8230; <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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