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Archive for the ‘GameWorks’ Category

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.

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Written by Zogrim

July 24th, 2016 at 12:39 pm

NVIDIA FLEX SDK 1.0 released

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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

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    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.

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    Written by Zogrim

    January 16th, 2016 at 6:32 pm

    Posted in GameWorks, PhysX Games

    Tagged with , , ,

    Introducing NVIDIA HairWorks: fur and hair simulation solution

    with 8 comments

    Real-time simulation and rendering of realistic hair/fur, consisting of multiple strands, is gettng much attention these days – one can easily name a TressFX solution, developed by AMD.

    A competitive response from NVIDIA, new hair and fur simulation technology, which is now officially called NVIDIA HairWorks, was firstly showcased at The Witcher 3 presentation half a year ago and recently used in an actual game title – Call of Duty: Ghosts – to provide “Dynamic Fur” simulation for animal characters.

    In comparison to other GPU accelerated physics features, Dynamic Fur was implemented through DirectCompute, which opens it for AMD users as well.

    Tae-Yong Kim, physics programmer at NVIDIA, has agreed to answer some of our questions about HairWorks solution in general, and Call of Duty: Ghosts integration in particular.

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    Written by Zogrim

    January 16th, 2014 at 11:33 am

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