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	<title>PhysXInfo.com - PhysX News &#187; PhysX Middleware</title>
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	<link>http://physxinfo.com/news</link>
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		<title>thinkingParticles R4 comes with 64-bit PhysX integration</title>
		<link>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/</link>
		<comments>http://physxinfo.com/news/3190/thinkingparticles-r4-comes-with-64-bit-physx-integration/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 20:26:38 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[thinkingParticles]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3190</guid>
		<description><![CDATA[Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as thinkingParticles to version R4.

In addition to other changes and enhancements, existing PhysX SDK integration is now using 64-bit PhysX solver.
Moreover, it seems now Cebas is more focused on their own rigid body solver called ShapeCollision 2:

The new ShapeCollision operator incorporates, for the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Cebas has updated their fluid, rigid body and particle F/X simulation framework, knows as <strong>thinkingParticles</strong> to <a href="http://www.cebasstation.com/index.php?pid=news_next&amp;nid=364" target="_self">version R4</a>.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-3191" title="Bellagio-2" src="http://physxinfo.com/news/wp-content/uploads/2010/06/Bellagio-2.jpg" alt="" width="550" height="201" /></p>
<p style="text-align: justify;">In addition to <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1082" target="_blank">other changes</a> and enhancements, existing <strong>PhysX SDK</strong> integration <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank"></a>is <a href="http://www.cebasstation.com/index.php?pid=product&amp;prd_id=109&amp;feature=1063" target="_blank">now using</a> <strong>64-bit PhysX</strong> solver.</p>
<p style="text-align: justify;">Moreover, it seems now Cebas is more focused on their own rigid body solver called <strong>ShapeCollision 2</strong>:</p>
<blockquote>
<p style="text-align: justify;">The new ShapeCollision operator incorporates, for the first time ever, true Multi-Core (CPU) support for most parts of its collision detection and overall solving. The accuracy of the solver has been enhanced <strong>beyond belief</strong> and the stability that you derive <strong>is unmatched</strong> by the old ShapeCollision or any PhysX simulation.</p>
<p style="text-align: justify;">Speed is always an issue in complex physics simulations, PhysX delivers already fast game quality physics but it is not good enough for the Hollywood style of effects, which <strong>need way more accuracy</strong> than PhysX can deliver. Thanks to a much more enhanced multi-core (CPU) support that SC has to offer, the simulation times can be reduced by a factor, as much as, 10 times when compared to the good old ShapeCollision!</p>
</blockquote>
<p style="text-align: justify;">However, it seems good grain of salt is needed here <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>APEX Vegetation and SpeedTree 5.1 demonstration</title>
		<link>http://physxinfo.com/news/3084/apex-vegetation-and-speedtree-5-1-demonstration/</link>
		<comments>http://physxinfo.com/news/3084/apex-vegetation-and-speedtree-5-1-demonstration/#comments</comments>
		<pubDate>Tue, 25 May 2010 20:26:05 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3084</guid>
		<description><![CDATA[IDV has uploaded new video, showcasing hand-drawing features and APEX Vegetation integration for SpeedTree 5.1 Modeller.

A Live Oak tree is hand drawn on-the-fly directly in the SpeedTree  5.1 Modeler. After the tree is created in less than 1 minute, full physical  interaction is provided instantly via the APEX Vegetation Module.
Rigid body skeleton is [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.idvinc.com/" target="_blank">IDV</a> has uploaded new video, showcasing hand-drawing features and <a href="http://developer.nvidia.com/object/apex_vegetation.html" target="_blank">APEX Vegetation</a> integration for <a href="http://www.speedtree.com/apps/modeler.php" target="_blank">SpeedTree 5.1 Modeller</a>.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" 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/g10NDl6HdD4&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/g10NDl6HdD4&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">A Live Oak tree is hand drawn on-the-fly directly in the SpeedTree  5.1 Modeler. After the tree is created in less than 1 minute, full physical  interaction is provided instantly via the <strong>APEX Vegetation</strong> Module.</p>
<p style="text-align: justify;">Rigid body skeleton is generated automatically during authoring process, and special leaf particle emitters are used to add some more realism.</p>
<p style="text-align: justify;">If you&#8217;re interested in more in-depth details about <strong>APEX Vegetation</strong> features, you can watch presentation called &#8220;<a href="http://nvidia.fullviewmedia.com/gdc2010/08-sechrest-rohan.html">APEX   Vegetation with the SpeedTree Modeler</a>&#8221; from recent GDC 2010.</p>
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		<item>
		<title>Post-GDC 2010: Nvidia Theater presentations available</title>
		<link>http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/</link>
		<comments>http://physxinfo.com/news/2363/post-gdc-2010-nvidia-theater-presentations-available/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 18:11:59 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[SpeedTree]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2363</guid>
		<description><![CDATA[Presentations from &#8220;Nvidia Game Technology Theater&#8220;, which were demonstrated at Nvidia booth on GDC 2010, are now live &#8211; slides and following sound accompaniment. Let&#8217;s take a look at those related to PhysX SDK and APEX toolset.
Update: main PhysX and APEX session are now available as slide decks and video records
APEX Clothing with 3ds Max [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Presentations from &#8220;<a href="http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/" target="_blank">Nvidia Game Technology Theater</a>&#8220;, which were demonstrated at Nvidia booth on <strong>GDC 2010</strong>, are <a href="http://nvidia.fullviewmedia.com/gdc2010/agenda.html" target="_blank">now live</a> &#8211; slides and following sound accompaniment. Let&#8217;s take a look at those related to <strong>PhysX SDK</strong> and <strong>APEX toolset</strong>.</p>
<p style="text-align: justify;"><strong><span style="color: #ff0000;">Update:</span></strong> main PhysX and APEX session are <a href="http://developer.nvidia.com/object/gdc-2010.html" target="_blank">now available</a> as slide decks and video records</p>
<p><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/01-gavin-kistner.html">APEX Clothing with 3ds Max</a></strong> by <strong>Gavin Kistner</strong>, Product Designer, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2365" title="apex_clothing_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_clothing_post_gdc.jpg" alt="" width="500" height="279" /></p>
<p style="text-align: justify;">Gavin gives a quick overview of <a href="http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/" target="_blank">2.0 PhysX plug-in</a> for 3ds Max, and uses superhero character with cape to explaing full clothing authoring process. Personal love Gavin&#8217;s manner of talking.. funny guy <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/06-omarsson-sturluson-maher.html">Physically  Simulated Clothing By CCP (EVE Online) Using NVIDIA APEX</a></strong> by <strong>Vigfus Omarsson</strong>, Lead Technical Artist, CCP; <strong>Snorri Sturluson</strong>, Senior Software Engineer, CCP; <strong>Monier Maher</strong>, APEX Product Manager, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2371" title="CCP_apex_clothing_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/CCP_apex_clothing_post_gdc.jpg" alt="" width="500" height="306" /></p>
<p style="text-align: justify;">Include overall cloth sim benefits overview from CCP, clothing tools pipeline features demonstration with Maya, and, of course, authoring process with pretty female character. While authoring was done in Maya, actual simulation was running in &#8220;<strong>CCP engine</strong>&#8221; window, as stated by Vigfus.</p>
<p><span id="more-2363"></span></p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/08-sechrest-rohan.html">APEX  Vegetation with the SpeedTree Modeler</a></strong> by <strong>Michael Sechrest</strong>, President and Co-Founder, Interactive Data Visualization (IDV), Inc.;<strong> Lou Rohan</strong>, Senior Software Engineer, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2376" title="apex_vegetation_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_vegetation_post_gdc.jpg" alt="" width="500" height="277" /></p>
<p style="text-align: justify;">Modelling, compiling and SDK pipeline overview related to APEX Vegetation integration with SpeedTree 5.1. Some trees get hurt and broken, all with physically correct behaviour <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong><a href="http://nvidia.fullviewmedia.com/gdc2010/16-bryan-galdrikian.html">APEX  Destruction using PhysX Lab</a></strong> by <strong>Bryan Galdrikian</strong>, Senior Apps Engineer, Physics R&amp;D, NVIDIA</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2379" title="apex_destruction_post_gdc" src="http://physxinfo.com/news/wp-content/uploads/2010/03/apex_destruction_post_gdc.jpg" alt="" width="500" height="274" /></p>
<p style="text-align: justify;">Detailed description of PhysX Lab Tool features and options. As in other APEX presentations, destruction authoring process is fully explained, using stanford bunny model and several other objects.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Autodesk MotionBuilder 2011 comes with Nvidia PhysX plug-in</title>
		<link>http://physxinfo.com/news/2268/autodesk-motionbuilder-2011-comes-with-nvidia-physx-plug-in/</link>
		<comments>http://physxinfo.com/news/2268/autodesk-motionbuilder-2011-comes-with-nvidia-physx-plug-in/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 11:50:15 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[plug-in]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2268</guid>
		<description><![CDATA[It seems that next &#8220;2011&#8243; product line from Autodesk will rely on PhysX SDK in more intensive manner than before. We already wrote about updated PhysX solver in Softimage 2011, and now PhysX plug-in integration is listed in new features set for Autodesk MotionBuilder 2011, character animation software package.

Rigid-body and ragdoll simulations can now be [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">It seems that next &#8220;2011&#8243; product line from <strong>Autodesk</strong> will rely on PhysX SDK in more intensive manner than before. We already wrote about <a href="http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/" target="_blank">updated PhysX solver</a> in <strong>Softimage 2011</strong>, and now PhysX plug-in integration is listed in <a href="http://area.autodesk.com/motionbuilder2011/" target="_blank">new features set</a> for <strong>Autodesk MotionBuilder 2011</strong>, character animation software package.</p>
<blockquote>
<p style="text-align: justify;">Rigid-body and ragdoll simulations can now be calculated using the Nvidia PhysX plug-in, a feature of particular benefit to games customers using the PhysX middleware.</p>
</blockquote>
<p><a href="http://physxinfo.com/news/wp-content/uploads/2010/03/motionbuiler_2011_physx.jpg"><img class="size-large wp-image-2269 aligncenter" title="motionbuiler_2011_physx" src="http://physxinfo.com/news/wp-content/uploads/2010/03/motionbuiler_2011_physx-1024x640.jpg" alt="" width="502" height="314" /></a></p>
<p style="text-align: justify;">As you may notice on the screenshot, <strong>PhysX SDK 2.8.3</strong> is used for the integration, and apart from rigid body solver plug-in provides <strong>cloth simulation</strong> features.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Autodesk Softimage 2011 adds PhysX 2.8.3. integration</title>
		<link>http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/</link>
		<comments>http://physxinfo.com/news/2259/autodesk-softimage-2011-adds-physx-2-8-3-integration/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 00:09:43 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2259</guid>
		<description><![CDATA[
Autodesk Softimage is well known 3D modeling, animation, rendering, and compositing solution. Rigid body physics system in Softimage has moved to PhysX SDK with version 5.0, and old physics core wasn&#8217;t upgraded since than.  However, according to latest press-release, upcoming Softimage 2011 will finally include updated PhysX components

PhysX 2.8.3 — Helps artists create meshless deformations [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-2262" title="autodesk_softimage" src="http://physxinfo.com/news/wp-content/uploads/2010/03/autodesk_softimage.jpg" alt="" width="550" height="234" /></p>
<p style="text-align: justify;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&amp;id=13571168" target="_blank">Autodesk Softimage</a> is well known 3D modeling, animation, rendering, and compositing solution. Rigid body physics system in Softimage has moved to <strong>PhysX SDK</strong> with version 5.0, and old physics core wasn&#8217;t upgraded since than.  However, according to latest <a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&amp;newsId=20100309005478&amp;newsLang=en" target="_blank">press-release</a>, upcoming <strong>Softimage 2011</strong> will finally include updated PhysX components</p>
<blockquote>
<p style="text-align: justify;"><strong>PhysX 2.8.3</strong> — Helps artists create meshless deformations in ICE with the latest NVIDIA PhysX rigid body library. Provides new support for springs and dampers. New library also offers accelerated performance when using the optional addition of an NVIDIA CUDA enabled graphics processing unit (GPU).</p>
</blockquote>
<p style="text-align: justify;">Interesting detail &#8211; since hardware acceleration support is promised with clear definition of <strong>PhysX SDK</strong> as &#8220;rigid body&#8221; solution, it seems that <strong>GPU rigid body</strong> solver is going to be used.</p>
<p style="text-align: justify;"><strong>Update:</strong> confirmed via <a href="http://softimage.wiki.softimage.com/index.php/Autodesk_Softimage_2011" target="_blank">Softimage wiki</a> &#8211; &#8220;Support for <strong>CUDA acceleration</strong> for PhysX Rigid Body Dynamics (including ICE)&#8221;</p>
<p style="text-align: justify;"><strong>Update #2:</strong> official <a href="http://www.nvidia.com/object/io_1273059136418.html" target="_blank">press-release</a> from Nvidia</p>
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		<item>
		<title>Pre-GDC 2010: PhysX demonstrations overview</title>
		<link>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/</link>
		<comments>http://physxinfo.com/news/2244/pre-gdc-2010-physx-demonstrations-overview/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 12:51:04 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[PhysX SDK]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[GDC 2010]]></category>
		<category><![CDATA[PhysX]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=2244</guid>
		<description><![CDATA[GDC 2010 (Game Developer Conference) is just about to start, and is going to be rich on PhysX related content this year. Apart from session on APEX Clothing integration with EvE Incarna we mentined previously, featured talks will include &#8220;Authoring Physically Simulated Destruction with NVIDIA APEX&#8221; and &#8220;Taking Fluid Simulation Out of the Box: Particle [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://gdconf.com/" target="_blank">GDC 2010</a> (Game Developer Conference) is just about to start, and is going to be rich on <strong>PhysX</strong> related content this year. Apart from session on <a href="http://physxinfo.com/news/1926/eve-online-incarna-will-use-apex-clothing/" target="_blank">APEX Clothing integration with EvE Incarna</a> we mentined previously, featured talks will include &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10662" target="_blank">Authoring Physically Simulated Destruction with NVIDIA APEX</a>&#8221; and &#8220;<a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10577" target="_blank">Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void</a>&#8220;.</p>
<p style="text-align: justify;">You can read session descriptions via provided links, but actually not only this has catched my eye. <a href="http://developer.nvidia.com/object/gdc-2010.html" target="_blank">Nvidia GDC 2010</a> page was updated with schedule of presentations, that are going to be demonstrated at Nvidia <strong>booth #1702</strong> at March 12-13</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-2245" title="game_techno_theather" src="http://physxinfo.com/news/wp-content/uploads/2010/03/game_techno_theather.jpg" alt="" width="600" height="104" /></p>
<p style="text-align: justify;">Those include such intriguing topics like:</p>
<p style="text-align: justify;"><strong>Unity for Engineers</strong> &#8211; are they planning to demonstrate update physics system in <a href="http://physxinfo.com/news/2232/unity-3-0-engine-will-include-updated-physx-core/" target="_blank">Unity 3.0</a> ?</p>
<p style="text-align: justify;"><strong>Authoring Runtime Animation with NaturalMotion Morpheme 2.3</strong> &#8211; I&#8217;ve heard that Morpheme is going to be integrated with APEX Clothing, is that it ?</p>
<p style="text-align: justify;"><strong>Softimage 2011 Enhanced with PhysX</strong> &#8211; next version of Softimage will include updated PhysX SDK integration ?</p>
<p style="text-align: justify;"><strong>Streamlining PhysX Content in Max</strong> &#8211; is it related to rumored new physics system in XBR ?</p>
<p style="text-align: justify;">Sadly I can&#8217;t visit GDC myself, but I&#8217;ll try to provide you with any open or insider information I&#8217;ll be able to gather <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<title>PhysX From Inside Out: RayFire Tool</title>
		<link>http://physxinfo.com/news/1944/physx-from-inside-out-rayfire-tool/</link>
		<comments>http://physxinfo.com/news/1944/physx-from-inside-out-rayfire-tool/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 00:13:34 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Articles, Reviews]]></category>
		<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[plug-in]]></category>
		<category><![CDATA[RayFire]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1944</guid>
		<description><![CDATA[We are proud to announce our new line of articles, called &#8220;PhysX From Inside Out&#8221; &#8211; view on PhysX SDK from developer&#8217;s perspective, within the bounds of certain PhysX based applications.

Or first, pilot article, is dedicated to RayFire Tool &#8211; awesome destruction plug-in for 3ds Max. Mir Vadim, RayFire Tool sole developer, has answered some [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">We are proud to announce our new line of articles, called &#8220;<strong>PhysX From Inside Out</strong>&#8221; &#8211; view on PhysX SDK from developer&#8217;s perspective, within the bounds of certain PhysX based applications.</p>
<p style="text-align: center;"><img class="nob size-full wp-image-1945 aligncenter" title="inside_out_logo" src="http://physxinfo.com/news/wp-content/uploads/2010/02/inside_out_logo.png" alt="" width="360" height="105" /></p>
<p style="text-align: justify;">Or first, pilot article, is dedicated to <a href="http://www.mirvadim.com/" target="_blank">RayFire Tool</a> &#8211; awesome destruction plug-in for 3ds Max. <strong>Mir Vadim</strong>, RayFire Tool sole developer, has answered some of our questions about  RayFire history and <strong>PhysX SDK </strong>role in plug-in development.</p>
<p style="text-align: justify;"><strong>Read The Article -</strong> <a href="http://physxinfo.com/articles/?page_id=268" target="_blank">PhysX From Inside Out: RayFire Tool</a></p>
<p style="text-align: justify;">P.S. I&#8217;ve counted on small interview firstly, but <strong>Mir Vadim</strong> has sended a huge post-mortem like material &#8211; <strong>must read</strong> for every RayFire user and admirer.</p>
<p style="text-align: justify;">Thanks Mir ! <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>RayFire Tool 1.5 released</title>
		<link>http://physxinfo.com/news/1834/rayfire-tool-1-5-released/</link>
		<comments>http://physxinfo.com/news/1834/rayfire-tool-1-5-released/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 09:53:52 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[RayFire]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1834</guid>
		<description><![CDATA[
Finally, Vadim Mir has released new version of RayFire Tool, plug-in for advanced destruction simulation.
RayFire 1.5 is now based on 2.0 PhysX plug-in for 3ds Max, which allows  to use PhysX solver for both 32 and 64-bit versions of 3ds Max.

Promo Reel, which gathers all the best RayFire shots, is presented above.
]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-medium wp-image-526" title="rayfire" src="http://physxinfo.com/news/wp-content/uploads/2009/10/rayfire-300x88.jpg" alt="" width="300" height="88" /></p>
<p style="text-align: justify;">Finally, Vadim Mir <a href="http://forums.cgsociety.org/showthread.php?f=59&amp;t=850389" target="_blank">has released</a> new version of <strong>RayFire Tool</strong>, plug-in for advanced destruction simulation.</p>
<p style="text-align: justify;"><strong>RayFire 1.5</strong> is now based on <a href="http://physxinfo.com/news/1205/physx-dcc-plug-in-2-01-for-3ds-max-now-available/" target="_blank">2.0 PhysX plug-in</a> for 3ds Max, which allows  to use PhysX solver for both 32 and <strong>64-bit</strong> versions of 3ds Max.</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/bFOJO4XwO9A&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><param name="wmode" value="transparent" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/bFOJO4XwO9A&amp;hl=en_US&amp;fs=1&amp;" wmode="transparent" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Promo Reel, which gathers all the best RayFire shots, is presented above.</p>
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		<title>RayFire 1.49 Beta with 64-bit PhysX support</title>
		<link>http://physxinfo.com/news/1624/rayfire-1-49-beta-with-64-bit-physx-support/</link>
		<comments>http://physxinfo.com/news/1624/rayfire-1-49-beta-with-64-bit-physx-support/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 14:14:27 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[64-bit]]></category>
		<category><![CDATA[RayFire]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1624</guid>
		<description><![CDATA[
Vadim Mir announced yesterday, that beta version of new RayFire Tool 1.49, built on 2.0 PhysX plug-in with 64-bit support, is ready to use. Details in quotes below:
Due to some new PhysX plugin restrictions some old features are not available atm, that is why it is 1.49 Beta. For now there is no Glueing and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-526" title="rayfire" src="http://physxinfo.com/news/wp-content/uploads/2009/10/rayfire.jpg" alt="" width="390" height="115" /></p>
<p style="text-align: justify;">Vadim Mir announced yesterday, that beta version of new <strong>RayFire Tool 1.49</strong>, built on 2.0 PhysX plug-in with 64-bit support, is ready to use. Details in quotes below:</p>
<blockquote style="text-align: justify;"><p>Due to some new PhysX plugin restrictions some old features are not available atm, that is why it is 1.49 Beta. For now there is <strong>no Glueing</strong> and Imposible to use <strong>Grouped objects</strong>. But the most needed features like dynamic simulation and Interactive demolition work fine.</p>
<p>Also, since Nvidia still didn&#8217;t release PhysX plugin for public, you will need to get it and install manually. You can get it here:<br />
<a href="http://developer.nvidia.com/forums/index.php?showtopic=3990&amp;st=0&amp;start=0" target="_blank">http://developer.nvidia.com/forums/&#8230;90&amp;st=0&amp;start=0</a></p>
<p>For first 1-2 weeks 1.49 beta will be available <strong>only for licensed users</strong>.<br />
To get it, please email to me with request and I will add it in your customer area.</p>
<p>P.S. Do not uninstall older 32 bit RayFire versions.</p></blockquote>
<p>Source: <a href="http://forums.cgsociety.org/showpost.php?p=6297974&amp;postcount=1408" target="_blank">cgsociety.org</a></p>
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		<title>PathEngine 5.23 supports scene data processing directly from PhysX SDK</title>
		<link>http://physxinfo.com/news/1516/pathengine-5-23-supports-scene-data-processing-directly-from-physx-sdk/</link>
		<comments>http://physxinfo.com/news/1516/pathengine-5-23-supports-scene-data-processing-directly-from-physx-sdk/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 13:24:23 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Middleware]]></category>
		<category><![CDATA[Havok]]></category>
		<category><![CDATA[PathEngine]]></category>
		<category><![CDATA[PhysX SDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=1516</guid>
		<description><![CDATA[
PathEngine, pathfinding and agent movement middleware toolkit, was updated to version 5.23.
Apart from other changes, like memory footprint and loading time optimisations, PathEngine 5.23 adds support for automatic ground meshes processing and building from third-party physics provider scene data &#8211; PhysX SDK and Havok.
PathEngine middleware was used in certain games, like Titan Quest, Stormrise and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="nob aligncenter size-full wp-image-1518" title="PathEngine" src="http://physxinfo.com/news/wp-content/uploads/2010/01/PathEngine.png" alt="" width="220" height="83" /></p>
<p style="text-align: justify;"><a href="http://pathengine.com/" target="_blank">PathEngine</a>, pathfinding and agent movement middleware toolkit, was updated to version <strong>5.23</strong>.</p>
<p style="text-align: justify;">Apart from other changes, like memory footprint and loading time optimisations, <strong>PathEngine 5.23</strong> adds support for automatic ground meshes processing and building from third-party physics provider scene data &#8211; <strong>PhysX SDK</strong> and Havok.</p>
<p style="text-align: justify;"><strong>PathEngine</strong> middleware was used in certain games, like Titan Quest, Stormrise and Pirates of the Burning Sea, and is going to be implemented into Metro 2033 and Just Cause 2.</p>
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