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	<title>PhysXInfo.com - PhysX News &#187; Engines and Wrappers</title>
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		<title>SOE announces PlanetSide 2 with PhysX support</title>
		<link>http://physxinfo.com/news/5951/soe-announces-planetside-2-with-physx-support/</link>
		<comments>http://physxinfo.com/news/5951/soe-announces-planetside-2-with-physx-support/#comments</comments>
		<pubDate>Fri, 08 Jul 2011 16:38:35 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Planetside]]></category>
		<category><![CDATA[SOE]]></category>

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Sony Online Entertainment (SOE) has announced today PlanetSide 2, a sequel to previously-popular MMO first person shooter game, PlanetSide.

PlanetSide 2 takes all the groundbreaking features from the  original game – massive multiplayer battles, distinctive empires to  rally around, and enormous continents to support intense ground and air  combat – and adds features [...]]]></description>
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<p style="text-align: justify;">Sony Online Entertainment (SOE) <a href="http://www.soepress.com/release.asp?i=420" target="_blank">has announced</a> today <a href="http://www.planetside2.com/" target="_blank">PlanetSide 2</a>, a sequel to previously-popular MMO first person shooter game, <em>PlanetSide</em>.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5964" title="planetside2_1" src="http://physxinfo.com/news/wp-content/uploads/2011/07/planetside2_1.jpg" alt="" width="550" height="255" /></p>
<blockquote style="text-align: justify;"><p>PlanetSide 2 takes all the groundbreaking features from the  original game – massive multiplayer battles, distinctive empires to  rally around, and enormous continents to support intense ground and air  combat – and adds features that modern gamers have come to expect out of  the FPS and MMO genres.</p></blockquote>
<p style="text-align: justify;"><strong>PlanetSide 2</strong> will be based on new next-generation MMO engine, called <em>Forgelight</em>, that will rely on PhysX SDK integration for all in-game physics calculations.</p>
<blockquote style="text-align: justify;"><p>SOE has also partnered with NVIDIA to provide the game&#8217;s physics engine, utilizing its PhysX technology to allow art and design environments in PlanetSide 2 to become truly interactive. NVIDIA PhysX technology is considered the world&#8217;s most comprehensive physics solution for designing real-time, real-world effects into interactive entertainment titles.</p></blockquote>
<p style="text-align: justify;">According to our knowledge, there is a high possibility that PlanetSide 2 will feature <strong>GPU accelerated PhysX</strong> effects.</p>
<p style="text-align: justify;">In addition to PlanetSide, Forgelight technology will also be used in another upcoming MMO project &#8211; <em>EverQuest 3</em>.</p>
<p style="text-align: justify;">You can watch PlanetSide 2 trailer <a href="http://www.youtube.com/watch?v=XBCp_rgAkfc" target="_blank">here</a></p>
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		<item>
		<title>APEX Destruction and UDK: Tutorials</title>
		<link>http://physxinfo.com/news/5944/apex-destruction-and-udk-tutorials/</link>
		<comments>http://physxinfo.com/news/5944/apex-destruction-and-udk-tutorials/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 08:20:32 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[UDK]]></category>

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YouTube user raven67854 has presented several tutorial videos, explaining basic principles of APEX Destruction module usage inside the Unreal Development Kit engine.
Update: New tutorials provide in depth view of APEX Destruction usage in UDK
First tutorial is covering basic principles of mesh fracturing using PhysXLab tool.


Second one is showcasing import of APEX assets in UDK.

 &#8211; [...]]]></description>
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<p style="text-align: justify;">YouTube user <a rel="author" href="http://www.youtube.com/user/raven67854">raven67854</a> has presented several tutorial videos, explaining basic principles of <a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> module usage inside the <strong>Unreal Development Kit</strong> engine.</p>
<p style="text-align: justify;"><strong>Update: </strong><a href="http://physxinfo.com/news/6382/new-tutorials-provide-in-depth-view-of-apex-destruction-usage-in-udk/" target="_blank">New tutorials provide in depth view of APEX Destruction usage in UDK</a></p>
<p style="text-align: justify;">First tutorial is covering basic principles of mesh fracturing using PhysXLab tool.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/I80MAkyG2qo?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/I80MAkyG2qo?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><span id="more-5944"></span></p>
<p style="text-align: justify;">Second one is showcasing import of APEX assets in UDK.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/cD8Wk-XlagY?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/cD8Wk-XlagY?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><em> &#8211; We’ll update this post as more tutorials will emerge –</em></p>
<p style="text-align: justify;">Additional materials, you would probably like to take a look at:</p>
<ul style="text-align: justify;">
<li><a href="http://udn.epicgames.com/Three/APEXDestruction.html" target="_blank">UDK &#8211; APEX Destruction Reference</a></li>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/5262/tutorial-apex-destruction-authoring-in-physxlab/" target="_blank">APEX Destruction authoring in PhysXLab</a></li>
</ul>
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		<item>
		<title>Funcom adds PhysX to Dreamworld Engine 2.5</title>
		<link>http://physxinfo.com/news/5437/funcom-adds-physx-to-dreamworld-engine-2-5/</link>
		<comments>http://physxinfo.com/news/5437/funcom-adds-physx-to-dreamworld-engine-2-5/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 18:19:55 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX Games]]></category>
		<category><![CDATA[Dreamworld]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Funcom]]></category>

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NVIDIA announced today that Funcom&#8217;s Dreamworld 2.5, a game  engine for MMO games, now features server-side PhysX SDK integration.

&#8220;We are excited to be working closely with NVIDIA to integrate PhysX  technology into our Dreamworld 2.5 engine,&#8221; said Rui Casais, chief  technology officer at Funcom. &#8220;Server-side collision using PhysX will  allow us [...]]]></description>
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<p style="text-align: justify;">NVIDIA <a href="http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F09&amp;version=live&amp;releasejsp=release_157&amp;xhtml=true&amp;prid=736137" target="_blank">announced today</a> that Funcom&#8217;s <strong>Dreamworld 2.5</strong>, a game  engine for MMO games, now features server-side <strong>PhysX SDK</strong> integration.</p>
<blockquote style="text-align: justify;">
<p style="text-align: justify;">&#8220;We are excited to be working closely with NVIDIA to integrate PhysX  technology into our Dreamworld 2.5 engine,&#8221; said Rui Casais, chief  technology officer at Funcom. &#8220;Server-side collision using PhysX will  allow us to add a new level of realism to our online worlds, and we look  forward to implementing other enhancements as well, including NVIDIA  APEX clothing and destruction, to make our games even more interactive  and immersive.&#8221;</p>
</blockquote>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5438" title="AoC_dreamworld" src="http://physxinfo.com/news/wp-content/uploads/2011/03/AoC_dreamworld.jpg" alt="" width="600" height="263" /></p>
<p style="text-align: justify;">Server-side PhysX SDK, used by Funcom, is specially modified 64-bit Linux version.</p>
<p style="text-align: justify;">Dreamworld 2.5 currently powers two popular MMOs: <strong>Age of Conan</strong> and <strong>Anarchy Online</strong>, with a third, the Secret World, currently in development. The updated Dreamworld Engine 2.5 with server-side PhysX integration is now live in <strong>Age of Conan</strong>.</p>
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		<item>
		<title>March UDK released with full NVIDIA APEX support</title>
		<link>http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/</link>
		<comments>http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 14:19:06 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[UDK]]></category>

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Epic Games has announced March release of Unreal Development Kit (UDK), free version of Unreal Engine 3.

March UDK includes all DX11 features, that were presented in Samaritan Demo at GDC 2011.
Important  DirectX features now shipping with UDK include:

Tessellation and displacement;
Geometry shaders;
Multisampled textures; and
Shader Model 5.


In addition, UDK is now fully integrated with NVIDIA APEX, [...]]]></description>
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<p style="text-align: justify;">Epic Games has announced <a href="http://udk.com/news-beta-mar2011" target="_blank">March release</a> of <strong>Unreal Development Kit</strong> (UDK), free version of Unreal Engine 3.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5067" title="Samaritan_DX11" src="http://physxinfo.com/news/wp-content/uploads/2011/03/Samaritan_DX11.jpg" alt="" width="550" height="248" /></p>
<p style="text-align: justify;">March UDK includes all DX11 features, that were presented in <a href="http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/" target="_blank">Samaritan Demo</a> at GDC 2011.</p>
<blockquote style="text-align: justify;"><p>Important  DirectX features now shipping with UDK include:</p>
<ul>
<li>Tessellation and displacement;</li>
<li>Geometry shaders;</li>
<li>Multisampled textures; and</li>
<li>Shader Model 5.</li>
</ul>
</blockquote>
<p style="text-align: justify;">In addition, UDK is now fully integrated with <a href="http://developer.nvidia.com/apex" target="_blank">NVIDIA APEX</a>, high-level scalable framework oriented on creation of complex physical effects, like destructible environment of dynamic character clothing.</p>
<blockquote style="text-align: justify;"><p>NVIDIA’s  APEX technology has also been integrated into the engine and ships with UDK.</p>
<p>NVIDIA APEX technology enables artists to quickly generate  physically simulated clothing and destructible environments.</p></blockquote>
<p style="text-align: justify;">However, to take advantage of APEX functionality, authoring tools are needed to be released by NVIDIA. <strong>According to our sources, this may happen very soon, probably within a week.</strong></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/">APEX 1.0 Beta released</a><strong><br />
</strong></p>
<p><span id="more-5062"></span></p>
<p style="text-align: justify;">Unfortunately, it is also unclear what exactly modules were integrated with UDK and are available right out of the box. Clothing and Destruction &#8211; that&#8217;s for sure,  Turbulence is also mentioned on <a href="http://udk.com/showcase-samaritan" target="_blank">Samaritan Demo</a> page..</p>
<blockquote>
<p style="text-align: justify;">Other APEX features available now include turbulence</p>
</blockquote>
<p>..but since APEX Turbulence authoring pipeline was never revealed, it is unknown if this module will require standalone application or functionality is already built into UDK Editor. No information on APEX Particles and APEX Vegetation modules.</p>
<p><strong>Update:</strong> Browsing through March UDK we weren&#8217;t able to find any APEX bindings but Clothing and Destruction modules. It seems only those two will be available for UDK users &#8211; at this moment, at least.</p>
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		<item>
		<title>GDC 2011: Epic Games announces DX 11 and NVIDIA APEX integration with Unreal Engine 3</title>
		<link>http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/</link>
		<comments>http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 14:03:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[GDC 2011]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>

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NVIDIA and Epic Games are teaming up this week at Game Developers Conference to showcase latest additions to Unreal Engine 3, like DX 11 support and NVIDIA APEX Framework integration.

“Thanks to NVIDIA’s excellent cross-platform physics technologies and DX11 expertise, we have enhanced Unreal Engine 3 to bring unprecedented new levels of realism and demonstrate what [...]]]></description>
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<p style="text-align: justify;">NVIDIA and Epic Games are <a href="http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F09&amp;version=live&amp;releasejsp=release_157&amp;xhtml=true&amp;prid=726851" target="_blank">teaming up</a> this week at Game Developers Conference to showcase latest additions to <strong>Unreal Engine 3</strong>, like <strong>DX 11</strong> support and <a href="http://developer.nvidia.com/apex" target="_blank">NVIDIA APEX</a> Framework integration.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-4939" title="gears-of-war-3" src="http://physxinfo.com/news/wp-content/uploads/2011/03/gears-of-war-3.jpg" alt="" width="600" height="249" /></p>
<blockquote><p>“Thanks to NVIDIA’s excellent cross-platform physics technologies and DX11 expertise, we have enhanced Unreal Engine 3 to bring unprecedented new levels of realism and demonstrate what the next generation of gaming will be,” said Mark Rein, vice president of Epic Games.</p></blockquote>
<p style="text-align: justify;">Alpha and beta versions of certain <strong>APEX</strong> modules were used in UE3 based games previously (<a href="http://physxinfo.com/data/vreview_dvoid.html" target="_blank">Dark Void</a> and <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">Batman Arkham Asylum</a>), but now full <strong>APEX</strong> toolset will be available to all UE3 licensees and UDK users as well, and can be used to create high-fidelity physics content (character clothing, for example) even in CPU PhysX and console games.</p>
<p><span id="more-4943"></span></p>
<blockquote>
<p style="text-align: justify;">“Unreal Engine 3 continues to amaze us and represents a generational leap in gaming,” said Drew Henry, general manager of GPU business at NVIDIA. “With the addition of our PhysX, APEX and 3D Vision technologies, it will deliver unprecedented, high-end visual experiences for gamers. We can’t wait to play the games that Unreal Engine 3 will power in the future.”</p>
</blockquote>
<p style="text-align: justify;">The new Unreal Engine 3 <a href="http://www.epicgames.com/news/epic-games-brings-next-gen-unreal-engine-3-technology-to-2011-game-develope" target="_blank">real-time demo</a>, (probably known as &#8220;Samaritan Demo&#8221;) being shown during GDC exclusively in Epic’s booth, is showcasing <strong>DX11</strong> features like complex environments and detailed character models, and realistic character interactions with the environment using APEX Destruction amd APEX Clothing modules (accoding to some sources, PhysX SDK 3.0 may be utilized as well).</p>
<p style="text-align: justify;">We believe, that more information on new UE3 tech will be revealed  in upcoming days, so stay tuned.</p>
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		<title>January UDK: now with PhysX for iOS</title>
		<link>http://physxinfo.com/news/4707/january-udk-now-with-physx-for-ios/</link>
		<comments>http://physxinfo.com/news/4707/january-udk-now-with-physx-for-ios/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 19:56:11 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[UDK]]></category>

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Epic Games has released latest, January 2011 version of Unreal Development Kit (UDK), free edition of Unreal Engine 3.
One of main highlight of this version is enabled PhysX functionality for iOS development, while previous Mobile UDK featured only basic collision detection system.
Mobile

PhysX is now supported on iOS.

Rigid body physics,  fracturable meshes and ragdolls are [...]]]></description>
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<p style="text-align: center;"><img class="nob alignnone size-full wp-image-744" title="UDK" src="http://physxinfo.com/news/wp-content/uploads/2009/11/UDK.jpg" alt="UDK logo PhysX" width="264" height="100" /></p>
<p style="text-align: justify;"><strong>Epic Games</strong> has released latest, <a href="http://www.udk.com/news-beta-jan2011" target="_blank">January 2011 version</a> of <strong>Unreal Development Kit</strong> (UDK), free edition of Unreal Engine 3.</p>
<p style="text-align: justify;">One of main highlight of this version is enabled PhysX functionality for iOS development, while previous Mobile UDK featured only basic collision detection system.</p>
<blockquote><p><strong>Mobile</strong></p>
<ul>
<li>PhysX is now supported on iOS.</li>
</ul>
<p>Rigid body physics,  fracturable meshes and ragdolls are among supported features.<br />
Note: Cloth, fluids and soft bodies  remain disabled on iOS for performance reasons.</p></blockquote>
<p style="text-align: justify;">According to our knowledge, this has became possible thanks for standalone <strong>PhysX SDK</strong> port for iOS (previously, only Unity Technologies have possessed their own custom iOS PhysX port  &#8211; for <a href="http://unity3d.com/" target="_blank">Unity 3D</a> engine).</p>
<p style="text-align: justify;">However, this time we may hope that <strong>iOS PhysX SDK</strong> will be available for public download someday, along with Windows, Mac OS X and Linux versions.</p>
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		<title>Unity 3.0 now available with PhysX enhancements</title>
		<link>http://physxinfo.com/news/4406/unity-3-0-now-available-with-physx-enhancements/</link>
		<comments>http://physxinfo.com/news/4406/unity-3-0-now-available-with-physx-enhancements/#comments</comments>
		<pubDate>Mon, 27 Sep 2010 19:39:49 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Unity]]></category>

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After long period of beta-testing, Unity 3.0 game development platform is available officially.

Apart from other substantial features and changes, like Deferred Render, Beast Lighmapping technology, Umbra Occlusion Culling and Unified Editor, Unity 3.0 also includes updated physics engine, based on  recent version of PhysX SDK.
Physics Improvements:

Upgraded PhysX to 2.8.3.
Cloth and clothing simulation: use the new [...]]]></description>
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<p>After long period of <a href="http://physxinfo.com/news/3272/new-physx-features-in-unity-3-0/" target="_blank">beta-testing</a>, <strong>Unity 3.0</strong> game development platform is <a href="http://unity3d.com/unity/whats-new/unity-3" target="_blank">available officially</a>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-4407" title="Unity3" src="http://physxinfo.com/news/wp-content/uploads/2010/09/Unity3.jpg" alt="Unity 3.0 with updated PhysX" width="550" height="227" /></p>
<p style="text-align: justify;">Apart from other substantial features and changes, like Deferred Render, Beast Lighmapping technology, Umbra Occlusion Culling and Unified Editor, <strong>Unity 3.0</strong> also includes <a href="http://unity3d.com/unity/engine/physics" target="_blank">updated physics engine</a>, based on  recent version of <strong>PhysX SDK</strong>.</p>
<p><strong>Physics Improvements:</strong></p>
<ul>
<li style="text-align: justify;">Upgraded PhysX to <span style="text-decoration: underline;">2.8.3.</span></li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Cloth and clothing simulation</span>: use the new <tt>InteractiveCloth</tt>, <tt>SkinnedCloth</tt> and <tt>ClothRenderer</tt> components.</li>
</ul>
<blockquote>
<p style="text-align: justify;">New in Unity 3 are two kinds of cloth: Fully <span style="text-decoration: underline;">physically simulated cloth</span> effects that interact fully with the rest of the environment. The other,  <span style="text-decoration: underline;">Skinned Cloth</span>, is an optimized solution for garments on animated  characters.</p>
<p style="text-align: justify;">You can use it for animated shirts, trousers, skirts, capes  and hair in a physically accurate way. It is highly optimized and can  handle high poly animated cloth pieces.</p>
</blockquote>
<ul>
<li style="text-align: justify;"><span style="text-decoration: underline;">Layer based</span> ignore collisions: use the Physics inspector or <tt>Physics.IgnoreCollision()</tt>.</li>
<li style="text-align: justify;"><span style="text-decoration: underline;">Continuous collision detection</span>, to make sure that fast moving colliders will not pass through other colliders. See <tt>Collider.collisionDetectionMode</tt>.</li>
<li style="text-align: justify;">Added <tt>Physics.SphereCast()</tt> and <tt>Physics.CapsuleCast()</tt> to implement volume raycasts.</li>
<li style="text-align: justify;">Added <tt>Rigidbody.SweepTest()</tt> to check if a Rigidbody would collide with anything if moved into a certain direction.</li>
</ul>
<p style="text-align: justify;">You can check most of Unity 3.0 features by yourself directly from your browser, using newest <a href="http://unity3d.com/gallery/live-demos/index.html#bootcamp" target="_blank">Unity Bootcamp Demo</a> (unity webplayer is required).</p>
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		<title>September UDK comes with PhysX SDK 2.8.4.</title>
		<link>http://physxinfo.com/news/4382/september-udk-comes-with-physx-sdk-2-8-4/</link>
		<comments>http://physxinfo.com/news/4382/september-udk-comes-with-physx-sdk-2-8-4/#comments</comments>
		<pubDate>Fri, 24 Sep 2010 13:04:09 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[UDK]]></category>

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September Beta version of Unreal Development Kit (UDK), a free version of the Unreal Engine 3, is available for download.

This month’s build of UDK features significant additions, including:
· UDK users now have access to the gameplay profiler tool.
· Matinee’s movement tracks can now be split into individual translation and rotation components.
· Users can bulk edit [...]]]></description>
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<p style="text-align: center;"><img class="nob alignnone size-full wp-image-744" title="UDK" src="http://physxinfo.com/news/wp-content/uploads/2009/11/UDK.jpg" alt="" width="264" height="100" /></p>
<p style="text-align: justify;"><strong>September Beta</strong> version of <a href="http://udk.com/" target="_blank">Unreal Development Kit</a> (UDK), a free version of the Unreal Engine 3, is <a href="http://forums.epicgames.com/showthread.php?t=745611" target="_blank">available for download</a>.</p>
<blockquote>
<p style="text-align: justify;">This month’s build of <strong>UDK features</strong> significant additions, including:</p>
<p style="text-align: justify;">· UDK users now have access to the gameplay profiler tool.</p>
<p style="text-align: justify;">· Matinee’s movement tracks can now be split into individual translation and rotation components.</p>
<p style="text-align: justify;">· Users can bulk edit texture properties within the Content Browser.</p>
</blockquote>
<p style="text-align: justify;">Apart from other usefull changes, <span style="text-decoration: underline;">September UDK</span> is upgrading PhysX SDK integration with newest features of <a href="http://physxinfo.com/news/3744/physx-sdk-2-8-4-say-goodbye-to-system-software/" target="_blank">2.8.4 SDK</a>, like <span style="text-decoration: underline;">driverless</span> destribution, <span style="text-decoration: underline;">SSE2</span> optimizations and enhanced <span style="text-decoration: underline;">cloth solver</span>.</p>
<p style="text-align: justify;">Also, we have noticed full pack of <span style="text-decoration: underline;">NVIDIA APEX</span> .dlls &#8211; when APEX will be released to public, you&#8217;ll be able to use it with UDK right away.</p>
<blockquote><p>· ‘PhysXDestructible’ has been removed.</p>
<p>· APEX destructibles are replacing them.</p></blockquote>
<p style="text-align: justify;">You can download September UDK Beta <a href="http://www.gamershell.com/news_103174.html" target="_blank">here</a> or <a href="http://worthplaying.com/article/2010/9/23/news/77114/" target="_blank">here</a></p>
<p style="text-align: justify;">As for APEX Toolset release (without it APEX integration into UDK is useless for regular developer), several sources are indicating that this is going to happen <span style="text-decoration: underline;">somewhere in October</span> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Gamestudio A8 now includes PhysX SDK integration</title>
		<link>http://physxinfo.com/news/3580/gamestudio-a8-now-includes-physx-sdk-integration/</link>
		<comments>http://physxinfo.com/news/3580/gamestudio-a8-now-includes-physx-sdk-integration/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 09:54:02 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[pXent]]></category>

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Conitec Datasystems has announced that physics system in latest A8 version of their Gamestudio game engine is now based on PhysX SDK 2.8.3 (previously it was ODE).
According to devs, such changes will result &#8220;in a better frame rate and greater stability of the physics simulation&#8221;.

PhysX SDK integration was developed in conjunction with Christian Kahler, author [...]]]></description>
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<p style="text-align: justify;"><em>Conitec Datasystems</em> has announced that physics system in latest <strong>A8</strong> version of their <a href="http://www.3dgamestudio.com/" target="_blank">Gamestudio</a> game engine is now based on <strong>PhysX SDK 2.8.3</strong> (previously it was ODE).</p>
<p style="text-align: justify;">According to devs, such changes will result &#8220;in a better frame rate and greater stability of the physics simulation&#8221;.</p>
<p style="text-align: center;"><img class="alignnone size-medium wp-image-3584" title="kow1" src="http://physxinfo.com/news/wp-content/uploads/2010/08/kow1-300x210.jpg" alt="" width="300" height="210" /></p>
<p style="text-align: justify;"><strong>PhysX SDK</strong> integration was developed in conjunction with Christian Kahler, author of <a href="http://physxinfo.com/news/168/pxent-physx-sdk-wrapper-for-3d-game-studio-engine/" target="_blank">pXent</a> PhysX wrapper.</p>
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		<title>New PhysX features in Unity 3.0</title>
		<link>http://physxinfo.com/news/3272/new-physx-features-in-unity-3-0/</link>
		<comments>http://physxinfo.com/news/3272/new-physx-features-in-unity-3-0/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 13:01:40 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Unity]]></category>

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As we mentioned previously, one of the many features of upcoming Unity 3.0 engine is going to be improved PhysX SDK integration. Now, when pre-purshase betas of Unity 3.0 are shipping, additional details have emerged.
According to developers, highlight for Unity 3 is cloth physics on  arbitrary and skinned meshes &#8211; video of new cloth [...]]]></description>
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<p style="text-align: justify;">As we mentioned <a href="http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/" target="_blank">previously</a>, one of the many features of upcoming <strong>Unity 3.0</strong> engine is going to be improved <strong>PhysX SDK</strong> integration. Now, when pre-purshase betas of <strong>Unity 3.0</strong> <a href="http://forum.unity3d.com/viewtopic.php?t=55918" target="_blank">are shipping</a>, additional details have emerged.</p>
<p style="text-align: justify;">According to developers, highlight for Unity 3 is <strong>cloth physics</strong> on  arbitrary and skinned meshes &#8211; video of new cloth feature in action was uploaded to YouTube by one of Unity demo team members.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/zVpAFW35334&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/zVpAFW35334&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">In addition, <strong>PhysX</strong> core was updated to version <strong>2.8.3.</strong>, collision layers and &#8220;thick&#8221; raycast were added.</p>
<p style="text-align: justify;"><strong>Update: </strong>Another cloth test, <a href="http://vimeo.com/12833414" target="_blank">with tearing</a> | <a href="http://www.burgzergarcade.com/blogs/petey/unity-3-cloth-physics" target="_blank">Cloth features overview</a> from one of beta users</p>
<p><span id="more-3272"></span></p>
<p style="text-align: justify;"><strong>Update #2:</strong> official presentation of cloth feature</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=13294411&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://vimeo.com/moogaloop.swf?clip_id=13294411&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><strong>Update #3:</strong> <a href="http://beta.unity3d.com/ethan/ReleaseNotes30.html" target="_blank">Release notes</a></p>
<blockquote>
<ul>
<li style="text-align: justify;"><strong>Cloth and clothing simulation</strong>: use the new <tt>InteractiveCloth</tt>, <tt>SkinnedCloth</tt> and <tt>ClothRenderer</tt> components.</li>
<li style="text-align: justify;"><strong>Layer based ignore collisions</strong>: use the Physics inspector or <tt>Physics.IgnoreCollision()</tt>.</li>
<li style="text-align: justify;">Continuous collision detection, to make sure that fast moving colliders will not pass through other colliders. See <tt>Collider.collisionDetectionMode</tt>.</li>
<li style="text-align: justify;">Added <tt>Physics.SphereCast()</tt> and <tt>Physics.CapsuleCast()</tt> to implement volume raycasts.</li>
<li style="text-align: justify;">Added <tt>Rigidbody.SweepTest()</tt> to check if a Rigidbody would collide with anything if moved into a certain direction.</li>
</ul>
</blockquote>
<p style="text-align: justify;">Keep an eye on <a href="http://forum.unity3d.com/viewtopic.php?t=55897" target="_blank">beta preview thread</a> for further details.</p>
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