:: Back to news index ::

Archive for February 4th, 2010

Metro 2033: Interview with 4A Games on physics.. and PhysX

with 3 comments

Lately, Metro 2033 is more and more often referred as starting title for new GF100 GPUs from Nvidia – due to it’s truly next-gen graphics engine, with DX 11 support and, of course, intensive usage of Physx SDK and hardware accelerated PhysX effects – aspect we are most interested in.

Yuriy Saschuk, 4A Games engine programmer, has joined us today to answer some questions about Metro 2033 in-game physics in general, and PhysX specifically. How much physics is involved in gameplay ? Do players have ability to carry physical objects or drag corpses ?

Yuriy: Physics in Metro 2033 has more demonstrative, than gameplay affecting, nature. It’s supposed to enhance game, make it more diverse, realistic and exciting. But actual gameplay isn’t focused on physics.

You can’t carry or throw objects – we’ve decided that there is no need for this, but enemies (and player too) can receive damage as result of certain physical interactions. Will Metro 2033 contain destructible objects, and in what quantity ?

Yuriy: Our engine supports destructible environments, and this component is used in the game. Tell us a bit about hardware PhysX support in the game. Presence of appropriate Nvidia GPU will simply increase the fps numbers or add some exclusive effects ? Will GPU PhysX content have influence on gameplay ? Which advanced physics effects will be included ?

Yuriy: PhysX hardware acceleration capability of Nvidia GPUs will add performance in the first place. There are two physics modes in Metro 2033 – basic and so-called, “Advanced PhysX”, which will include both enhanced, more detailed effects from basic mode and some additional physics features. Advanced PhysX mode requires appropriate Nvidia GPU to run properly, meanwhile, it will not affect gameplay, just add some immersion.

Or engine support cloth and fluid simulation. By “fluid simulation” we imply various particles system, like lighter- and heavier-than-air gases, smoke, dust, debris from bullet hits, not only liquids.

Read the rest of this entry »

Written by Zogrim

February 4th, 2010 at 11:46 pm

PhysX commands you to dance !

without comments

There are some titles with GPU PhysX support we haven’t mentioned before, due to their specific nature (oriented on Chinese inner market) and, thus, lack of information about them. Now, as we collected enough data, we are ready to present detailed description.

Hot Dance Party from Perfect World is 3D casual style MMO dancing game, with micro-transactions-like business model. Besides dancing, game includes appearance personalization, pet raising and make-up systems.

Title is using in-house engine called “Angelica 3D“, which is augmented with PhysX SDK based cloth simulation support – dancer’s hairs, ribbons, dresses and skirts are simulated as dynamic cloth objects.

Interesting detail – apart from other GPU PhysX games, which are unplayble with extra PhysX effects enabled and without appropriate GPU from Nvidia, this title runs fast enough with all physics calculated on CPU, while presence of Nvidia GPU only boost framerate.

Read the rest of this entry »

Written by Zogrim

February 4th, 2010 at 7:32 pm

Posted in PhysX Games

Tagged with , ,

RayFire Tool 1.5 released

with 4 comments

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.

Written by Zogrim

February 4th, 2010 at 12:53 pm

Posted in PhysX Middleware

Tagged with

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