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Archive for the ‘PhysX Middleware’ 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 HairWorks 1.2 source code is now available on GitHub

with one comment

As promised, NVIDIA is opening source code for selected GameWorks modules.

Source code for HairWorks, a complete solution for simulation and rendering of realistic fur and hair, has recently made it to GitHub.

HairWorks 1.2 Alpha : Release Notes

  • Api consistency and style improvements
  • Samples use a native sample framework
  • Support for rendering to a cube-map
  • Fully customizable serialization (implementations for memory and file system)
  • Small bug fixes and improvements
  • HairWorks source code branch can be accessed at http://github.com/NVIDIAGameWorks/HairWorks.

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

    Written by Zogrim

    March 23rd, 2016 at 11:21 am

    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

    GDC 2016: PhysX GPU Rigid Body and NVIDIA Flow

    with 14 comments

    At Game Developer Conference 2016 (GDC), NVIDIA has announced the GameWorks 3.1 development kit, which introduces several new physics simulation solutions – PhysX GRB and NVIDIA Flow. Let’s take a look at them more closely:

    PhysX GRB

    PhysX GRB is the new GPU accelerated Rigid Body simulation pipeline. It is based on heavily modified branch of PhysX SDK 3.4, but has all the features of the standard SDK and almost identical API. PhysX GRB is currently utilizing CUDA and requires NVIDIA card for GPU acceleration.

    Unlike previous implementations, PhysX GRB is featuring hybrid CPU/GPU rigid body solver, and the simulation can be executed either on CPU or GPU with almost no difference in behavior, supported object types or features (GPU articulations are not implemented yet, however).

    GRB provides GPU accelerated broad phase, contact generation, constraint solver and body/shape management. In addition, it introduces new implementations of island management and pair management that have been optimized to tolerate the order of magnitude more complex scenes that can be simulated on GPU compared to CPU. New mechanisms to parallelize event notification callbacks and a new feature to lazily update scene query asynchronously are also provided.

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    Written by Zogrim

    March 17th, 2016 at 3:07 am

    3ds Max 2014 further improves MassFX with mParticles module

    with 8 comments

    Since 2012 version, Autodesk 3ds Max uses MassFX, PhysX SDK based simulation system, as default physics simulation solution.

    New 3ds Max 2014 (and 3ds Max Design 2014) release adds a new MassFX mParticles module to a two existing ones, mRigids and mCloth. Also relaying on PhysX SDK engine, mParticles module is a powerfull and fully controllable particle simulation system.

    Previously, mParticles module was know as standlone plug-in – Orbaz Particle Flow Tools: Box #2.

    Written by Zogrim

    March 26th, 2013 at 11:21 pm

    3ds Max 2013: new features of MassFX in review

    with 13 comments

    Autodesk and NVIDIA continue their effort to create the universal physics simulation system for 3ds Max package – it is known as MassFX.

    What has changed in new MassFX version, that comes with 3ds Max 2013, in comparison to the first release? We have tried to answer this question in our review.

    One of the main new features of MassFX 2013 is the addition of mCloth – cloth simulation module, which was co-developed with Autodesk. Despite the rumors, mCloth uses PhysX 2.8.4 cloth solver for underlying physical calculations.

    In comparison to APEX Clothing tools in PhysX plug-ins, mCloth is clearly oriented on VFX area: “one click” set up (no need to skin the mesh and apply movement constraints, as for APEX), full collisions with MassFX rigid bodies with two-way interaction, vertex group operations (like pin or attach to object), support for dynamic and kinematic cloth, ability to bake the simulation in keyframes.

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    Written by Zogrim

    April 17th, 2012 at 4:53 am

    Post-GDC 2012: NVIDIA APEX is going to be integrated into Unity engine

    with 3 comments

    Remaining presentations from GDC 2012 are now available at GDC Vault.

    Particularly interesting detail was revealed during “Mastering DX11 with Unity” (PDF) talk – NVIDIA APEX framework will be added to popular Unity game engine, which is currently using modified PhysX SDK 2.8.3 as physics engine.

    A short demo (bus smashing through propane shop) of basic APEX Destruction module usage was presented, followed by promises to expand integration on other APEX modules in the future.

    Next presentation, “Enhancing Games with Clothing and Destruction” is absolutely indentical to Game Technology Theather talk of the same name, we have reviewed it earlier.

    Finally, it is worth to check a “Solving Rigid Body Contacts” tutorial from Richard Tonge, however, it is a bit technical.

    Written by Zogrim

    April 4th, 2012 at 9:16 pm

    Autodesk has announced 3ds Max 2013

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    Autodesk has officially presented 3ds Max 2013 and 3ds Max Design 2013 – popular 3D modelling, rendering and animation packages.

    Among other changes and improvements, MassFX, PhysX SDK based physics simulation solution, was upgraded with a number of new features.

    Artists can now enjoy a more integrated and accurate dynamic toolset, thanks to a wide range of enhancements and additions to the MassFX unified system of simulation solvers.

    Highlights are a new mCloth module that features tearable fabric and support for dynamic ragdoll hierarchies. In addition, improved constraints, better handling of pivot points, and enhanced UI readability help improve overall workflow.

    Written by Zogrim

    March 28th, 2012 at 10:47 am

    GDC 2012: using IKinema with PhysX and preview of MassFX 2013

    with one comment

    Following presentations were held as part of NVIDIA Game Technology Theather event on March 7.

    First one is called “3ds Max with MassFX” and was presented by Chris Murray from Autodesk.

    Update: recording is now available on YouTube

    This talk was mostly focused on features under development, that are expected to be added in future versions of MassFX, like mCloth – new clothing simulation solution.

    mCloth is supposed to provide stable two-way interaction with rigid bodies, probably utilize GPU acceleration, support user-controlled tearing (through vertex selection) and include some interesting pressure simulation for balloon-like behaviour (for example, if you have holes in your mesh, balloon will deflate).

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    Written by Zogrim

    March 8th, 2012 at 9:11 pm

    RayFire Customer Showreel 2012

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    MirVadim has uploaded new impressive promo video of RayFire – fracturing and destruction tool for Autodesk 3ds Max, which is using PhysX plug-in/MassFX for underlying physics simulation.

    If you are interested in RayFire history and PhysX SDK role in its development, you can read our previous article – PhysX From Inside Out: RayFire Tool

    Written by Zogrim

    March 6th, 2012 at 9:23 am

    Posted in PhysX Middleware, PhysX Tools

    Tagged with ,

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