PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


:: Back to news index ::

Archive for the ‘GameWorks’ Category

NVIDIA releases FleX plug-in for Unity

without comments

NVIDIA has finally released beta version of the official FleX plug-in for the Unity engine.

FleX plug-in is available free of charge at Unity Asset Store.

NVIDIA FleX is a unified particle-based simulation library which can efficiently simulate variety of objects and materials, such as rigids, fluids, cloth and softbodies.

Latest version of FleX supports GPU acceleration through DX12 and CUDA, and will work on both NVIDIA and AMD GPUs.

Written by Zogrim

July 20th, 2018 at 7:08 pm

Posted in GameWorks, PhysX Tools

Tagged with , ,

NVIDIA FleX 1.2.0 is released

without comments

NVIDIA has officially released 1.2.0 version of the FleX particle based simulation library.

New release includes various fixes and improvements, such as better support for softbody simulation and asynchronous compute API.

NVIDIA FLEX SDK 1.2.0: Release Notes

  • Improved collision against moving shapes, solver now correctly interpolates shape transforms for substeps
  • Improved Linux support, removed GLUT/GLEW dependencies
  • New API for adding soft-joints (dynamic shape-matching constraints) via. the extensions API, see NvFlexExtCreateSoftJoint()
  • New API to retrieve particle neighbor information, see NvFlexGetNeighbors()
  • New API to support shape collision filtering, collision channels can be assigned to particles and shapes to specify which pairs collide, see NvFlexPhase
  • New API to support per-shape plastic deformation, it is now possible to specify plastic creep and threshold coefficient on a per-shape basis (previous global settings), see NvFlexSetRigids()
  • New API to selectively disable solver features, this can lead to improved performance, see NvFlexFeatureMode, replaces global FlexParams::fluid option
  • New API change, NvFlexUpdateTriangleMesh() now takes vertices with 16-byte stride to remove CPU synchronization step in D3D implementations
  • Read the rest of this entry »

    Written by Zogrim

    March 19th, 2018 at 8:02 pm

    Posted in GameWorks

    Tagged with ,

    NvCloth source code is available as well

    with 2 comments

    Alongside with Blast 1.0 release, NVIDIA has revealed NvCloth – a new cloth simulation solution, that is intended to replace the APEX Clothing module.

    NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.

    Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.

    NvCloth 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/NvCloth.

    Please Note that you’ll require an approved GitHub account, as described here.

    Written by Zogrim

    March 11th, 2017 at 11:10 pm

    Posted in GameWorks

    Tagged with , ,

    NVIDIA Blast source code released

    with one comment

    Fulls source code of NVIDIA Blast, new destruction simulation module, is now available on GitHub.

    Redesigned from the ground up, Blast is a replacement for the APEX Destruction module, focused on providing better performance, scalability and flexibility. While featuring default PhysX SDK integration, Blast can be used with any physics simulation solution.

    More info on NVIDIA Blast 1.0 release is available here.

    Blast 1.0 source code branch can be accessed at github.com/NVIDIAGameWorks/Blast.

    Please Note that you’ll require an approved GitHub account, as described here.

    Written by Zogrim

    March 10th, 2017 at 7:32 pm

    Posted in GameWorks

    Tagged with ,

    Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

    with one comment

    According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

    This video segment is narrated as follows:

    When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

    As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

    Written by Zogrim

    March 1st, 2017 at 11:05 pm

    Posted in GameWorks, PhysX Games

    Tagged with ,

    NVIDIA FLEX SDK 1.1 is available for download

    with one comment

    NVIDIA has revealed latest version of the unified simulation solver – FLEX.

    Update: official announcement from NVIDIA

    Update #2: FleX 1.2.0 is available

    Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.

    NVIDIA FLEX SDK 1.1.0: Release Notes

  • New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
  • Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
  • Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
  • Add support to querying compute device, see NvFlexGetDeviceName()
  • Add support for flushing compute queue, see NvFlexFlush()
  • Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
  • Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
  • Add support for CUDA 8.0.44
  • Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 8:28 pm

    Posted in GameWorks

    Tagged with ,

    GDC 2017: NVIDIA Gameworks goes DX12 and more !

    with 3 comments

    Quite an interesting beginning of GDC 2017NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.

    Let’s take a closer look.

    FleX & Flow

    NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

    This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.

    Read the rest of this entry »

    Written by Zogrim

    March 1st, 2017 at 10:04 am

    NVIDIA presents Cataclysm liquid solver for Unreal Engine 4

    with 3 comments

    Without any broad announcement (yet, probably), NVIDIA has released a Unreal Engine 4 custom source code branch with the integration of the completely new GPU fluid solver called Cataclysm.

    Update: as confirmed by the developers, Cataclysm solver is based on DX Compute shaders, not CUDA

    The Cataclysm uses a custom FLIP based GPU solver combined with Unreal Engine 4’s GPU Particles with Distance Field Collisions. Cataclysm can simulate up to two million liquid particles within the UE4 engine in real time.

    A FLIP (Fluid-Implicit Particle) solver is a hybrid grid and particle technique for simulating fluids. All Information for the fluid simulation is carried on particles, but the solution the the physical simulation of the liquid is carried out on a grid. Once the grid solve is complete, the particles gather back up the information they need from the grid move forward in time to the next frame.

    Read the rest of this entry »

    Written by Zogrim

    July 24th, 2016 at 12:39 pm

    NVIDIA FLEX SDK 1.0 released

    without comments

    NVIDIA has just released a new version of the FLEX universal particle solver.

    nvidia-physx

    NVIDIA FLEX SDK 1.0.0: Release Notes

  • Added support for reporting collision shape ids, and trigger volume shapes, see flexGetContacts()
  • Optimizations to host code performance
  • Fix for potential memory leak in SDF object destruction
  • Fix for potentially missed collisions during convex shape CCD
  • Fix for incorrect bounds computation during flexSetShapes() (if not specified by user)
  • Fix for initial shape translations being incorrect when using a transform with flexExtCreateInstance()
  • Move flexExt.h header to the /include folder
  • FLEX SDK 1.0 can be downloaded at GameWorks Download Center (registration guide).

    Written by Zogrim

    March 18th, 2016 at 11:24 am

    Posted in GameWorks, PhysX Middleware, PhysX Tools

    Tagged with

    Fallout 4 beta patch adds Nvidia FLEX based particle debris effects

    with one comment

    Recent 1.3 Beta update (availabe through Steam on PC) for Fallout 4, among various bug fixes, adds several new graphics features – HBAO+ ambient occlusion and, suprisingly, physically simulated debris effects from bullet impacts, exclusive to NVIDIA GPUs.

    (You can also find some comparison videos on YouTube – Link 1, Link 2)

    More intersting, said effects are completely based on the new NVIDIA FLEX solver, and are not using any portions of PhysX SDK, like many other GPU PhysX games.

    Read the rest of this entry »

    Written by Zogrim

    January 16th, 2016 at 6:32 pm

    Posted in GameWorks, PhysX Games

    Tagged with , , ,

    Copyright © 2009-2014. PhysXInfo.com | About PhysXInfo.com project | Privacy Policy
    PhysX is trademark of NVIDIA Corporation