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Archive for the ‘PhysX SDK’ Category

Welcome NVIDIA APEX 1.2: first APEX with PhysX 3 support

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New release of NVIDIA APEX framework is now available for public download.

Update: APEX SDK 1.2.1 is released

Update #2: APEX SDK 1.3 is available

This release includes several major features, like PhysX SDK 3 support and new modules – APEX Turbulence and APEX ForceField.

Please note that APEX 1.2 requires corresponding authoring tools – PhysXLab 1.2 and 2.8 DCC plug-ins.

While PhysX Registered Developer Program website is still getting back on track, NVIDIA APEX SDK 1.2 can be downloaded through Developer Support Center.

If you are experiencing troubles with registration, please refer to our updated guide.

Feature Highlights

Although APEX 1.2 is the first APEX release to feature PhysX 3 support (SDK 3.2 specifically), standalone variant, compatible with SDK 2.8.4, is also available for developers who haven’t upgraded their physics integration to a new engine, but still want to take advantage of the new capabilities of APEX 1.2.

Addition of SDK 3.2 support is distinctive feature of this release, which not only allows developers utilizing the PhysX 3 engine to implement APEX in their games, but also brings all the advancements present in 3.x branch of PhysX SDK.

However, currently there is feature parity for core APEX functionality between the 2.8.4 and 3.2 ports, for most part.

Updated APEX SDK 1.2.1, which will add several missing features, like GPU Rigid Bodies support for 3.x branch, will be available shortly.

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Written by Zogrim

August 7th, 2012 at 12:44 am

Updated PhysX SDK 3.2.1 is released

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NVIDIA has presented updated PhysX SDK 3.2.1, which includes many bug fixes and small improvements in comparison to initial SDK 3.2 release.

Update: PhysX SDK 3.2.2 is available

nvidia-physx

PhysX SDK 3.2.1 – Release Notes

  • General
    • Added GRB hooks for APEX 1.2.1.
    • Some incorrect usages of __restrict have been fixed.
    • A crash when the user’s code had FPU exceptions enabled has been fixed.
    • A rare crash on Win64 has been fixed.
    • Removed no longer needed RapidXML library from distribution.
    • Binary serialization can now save the names of actors and shapes.
    • Removed a RepXUtility.h reinterpret_cast compile warning that happened on some platforms.
    • Fixed a spurious overlapping read/write error report when using simulation call backs in checked builds.
  • Documentation
    • Clarified documentation regarding use of eSEND_SLEEP_NOTIFIES flag.
    • Clarified documentation regarding using different CRT libraries.
    • Removed some confusing statements about meta data from the documentation.
    • Updated PsPool, PsSort so they can use the user allocator.

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Written by Zogrim

July 21st, 2012 at 4:08 pm

Posted in PhysX SDK

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PhysX SDK 3.2: final version is available

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After three rounds of beta testing, NVIDIA has finally released new PhysX SDK 3.2 for Windows, Linux, Mac OSX and Android platforms.

Update: PhysX SDK 3.2.1 is released

Update #2: PhysX SDK 3.2.2 is available

You can check full Release Notes here: PhysX SDK 3.2 Release Notes

Free binary versions of PhysX SDK 3.2 are available for download through Developer Support Center (our registration guide) or new PhysX Registered Developer Program.

Written by Zogrim

May 10th, 2012 at 12:27 pm

Posted in PhysX SDK

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GameWorks Developer Program: easier way to access PhysX SDK, DCC Tools and APEX

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NVIDIA is about to meet the wishes of developer community with more friendly way to take advantage of PhysX SDK and APEX ToolsGameWorks Developer Program.

April 2014: Guide was updated to correspond with the new GameWorks Program

In comparison to previous account registration process, Developer Program features automated account approval (matter of minutes, not days) and simplified downloads structure (easier to find demanded files).

IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE

Step 1. Go to NVIDIA Developer Zone and click “Register Now” (upper right corner)

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Written by Zogrim

April 24th, 2012 at 12:47 pm

Technology behind PhysX 3 cloth solver

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If you are watching over PhysX SDK 3 development process, you may now that all-purpose cloth simulation engine, which can be found in SDK 2.x,  was replaced by new specialized PxCloth clothing solver in SDK 3.

Tech talk called “Character Clothing in PhysX 3“, presented by Tae-Yong Kim at SIGGRAPH ASIA 2011, provides in-depth overview of algorithms behind new clothing engine and its features.

Main features of new the solution are:

  • Improved performance.
  • Better artist control over bending and shearing of the cloth.
  • Better handling of high-energy motion.
  • Tapered capsules for better character representation.
  • Other pleasing features like virtual particles (for increased collision resolution), CCD or particles mass scaling.

We are expecting PxCloth solver to become one of the major features of APEX Clothing 1.2 module, that is supposed to be released in upcoming months.

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Written by Zogrim

April 6th, 2012 at 11:14 pm

Posted in PhysX SDK

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

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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

GDC 2012: dynamic, not pre-fractured PhysX destruction in real time

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More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration, are now available.

Update: new technical demo from GDC 2013

In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.

To simulate the massive amount of rigid bodies we use GRBs – GPU accelerated rigid boides.

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Written by Zogrim

March 9th, 2012 at 5:57 pm

GDC 2012: new PhysX and APEX technology revealed

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Gametrailers has published several videos, revealing what kind of newest additions to PhysX SDK engine and APEX Framework were showcased at NVIDIA Booth, at current GDC.

First video is showing yet experimental technology – new cloth solver and real-time fracturing.

Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.

Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.

Update: more detailed videos of new fracturing engine.

Update #2: fur simulation technology video

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Written by Zogrim

March 9th, 2012 at 2:24 pm

NVIDIA APEX 1.1 is available, GPU Rigid Bodies feature included

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NVIDIA has released APEX SDK 1.1 (Build 112), next version of NVIDIA APEX – scalable dynamics framework, oriented on complex physical simulations.

Update: APEX 1.2 is available

In comparison to APEX 1.0 Beta, new version includes many bugfixes, several additions to underlying framework and various new features, like ability to calculate rigid body physics on GPU.

APEX 1.1 contains only Destruction and Clothing modules, and is still based on PhysX SDK 2.8.4.6 – first version with PhysX 3 support is going to be APEX 1.2 (that is supposed to be released in a few months).

We must also note that APEX 1.1 requires corresponding authoring tools – PhysXLab 1.1 and 2.71 DCC plug-ins.

NVIDIA APEX SDK 1.1 is available for download at Developer Support Center.

If you are experiencing trouble with registration of PhysX Developer account, please refer to our registration guide.

Release Notes:

APEX DESTRUCTION 1.1

New Features

  • GPU Rigid Bodies: the NxModuleDestructible has settings to enable calculation of Rigid Body physics on GPU.

Highly anticipated feature. While using same assets and same settings, GPU Rigid Bodies are showing significantly higher performance – 70 fps for 5000+ rigid body chunks on single GTX 580 vs 10 fps on Core i7 2600K.

One-way interaction with dynamic CPU actors is also supported (via transfer of momentum). GPU accelerated rigid body physics requires NVIDIA driver 270.81 or later, PhysX 2.8.4 RC6 or later and a CUDA capable GPU.

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Written by Zogrim

February 15th, 2012 at 1:24 am

Posted in PhysX SDK, PhysX Tools

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Pre-GDC 2012: PhysX and APEX presentations overview

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NVIDIA has revealed presentations schedule for Game Developers Conference 2012 (GDC 2012), taking place on March 5-9 in San Francisco.

As usually, certain talks will be demonstrating latest advances in PhysX and APEX technologies. Let’s take a look:

March 7th, Booth #1424

3dsMax with MassFX

11:00am - 12:00pm. Chris Murray, Autodesk

Autodesk’s implementation of MassFX within 3dsMax will show you just how easy the workflow is for rigid body dynamics and how versatile to the tool can be. Additionally, Autodesk will be giving a technology preview of some aspects of MassFX currently being experimented with in 3dsMax.

IKinema IK for Combining Physics and Animation in Maya

2:00pm - 3:00pm. Alexandre Pechev, IKinema

IKinema is a production-proven solution for animating with inverse kinematics (IK) in Maya. Come see how we combine IKinema IK with NVIDIA’s PhysX Plugin for Maya to produce animations that can capture a character’s intent and physical simulation at with an improved speed and accuracy over handmade animations. Dressing the character with APEX Clothing can add even more dramatic physical effects and secondary motion to your film or game.

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Written by Zogrim

February 13th, 2012 at 10:35 pm

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