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Archive for February, 2011

MSI Kombustor 2.0.0 now includes PhysX simulation features

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New version of Kombustor, MSI’s VGA burn-in test and benchmark utility, is now available.

2.0.0 release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and PhysX SDK based cloth and particles simulation – sort of FurMark, FluidMark and TessMark features fused together.

PhysX simulation in MSI Kombustor, running purely on C2Q CPU

Physics part is pretty robust – it is using latest PhysX SDK 2.8.4.4 and supports both GPU acceleration and multi-core CPU optimizations.

You can download MSI Kombustor 2.0.0 from here.

Written by Zogrim

February 26th, 2011 at 12:01 am

Posted in PhysX Tools

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PhysX based simulation system in Autodesk XBR will be called MassFX

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We already mentioned plans of Autodesk to replace Reactor (using Havok) physics engine in next versions of 3ds Max with a new and probably better one, based on PhysX SDK.

Update: New MassFX sneak-peek video

Recently released “sneak peek” video gives us a short glimpse on this simulation system, and reveals its name – MassFX.

As you may notice, MassFX resembles general design of standart PhysX plug-in from NVIDIA, but also includes some long-anticipated features, like substeps control, for example.

Read the rest of this entry »

Written by Zogrim

February 25th, 2011 at 9:38 pm

Posted in PhysX Tools

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Autodesk webinar reveals plans on PhysX SDK integration into XBR

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Autodesk 3ds Max users may be familiar with XBR (project Excalibur) – next major generation of 3ds Max products, that is supposed to adress many issues on fundamental level and includes some new features, currently beeing in extensive development stage.

Rumors have been floating around for some time, but it seems now it is official – recent webinar from Autodesk has revealed that Simulation sub-system within XBR will be based on PhysX SDK, instead of Reactor engine (using Havok).

Autodesk Webinar - XBR and PhysX

QA session after the webinar

Following webinar recording is giving a glimpse on some features and ideas for XBR Simulation system (starting 44:45).

Judging by XBR release date (when it’s done), we can assume that it will use PhysX SDK 3.x

Written by Zogrim

February 16th, 2011 at 4:05 pm

Posted in PhysX Middleware

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Introducing PhysX Wiki project

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We are proud to announce new, perspective addition to our website – PhysX Wiki section.

PhysX Wiki is global knowledge base, based on Mediawiki engine, potentially capable of answering any PhysX related question either from gamer, GPU owner, entusiast or PhysX developer (not now yet, but in the future).

PhysX Wiki starting guide.

PhysX Wiki discussion.

We’ve already filled up PhysX Wiki with basic content, but since it is entended to be community driven, fill free to share your experience, add and discuss content. Some of our readers, like Jesse “AquaGeneral” Stiller, have already contributed their knowledge, and we encourage you to do the same.

Written by Zogrim

February 13th, 2011 at 9:54 pm

Posted in Website

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Augmented Reality demo with Kinect and PhysX

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LABSID, company born from the Polytechnical University of Catalonia, has published interesting demo video – augmented reality application, showcasing interaction between real world and virtual objects, using rigid body and cloth physics simulation by PhysX SDK and Kinect motion controller.

We will look forward for future developments.

Written by Zogrim

February 10th, 2011 at 9:25 pm

Posted in PhysX Middleware

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Finalizing PhysX SDK based projects list

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Providing a list of various games, tools and middleware using the PhysX SDK (located on the main page) is integral and a historical part of PhysXInfo. Originally, in January 2007, this site started as a simple, one page, pure HTML table of PhysX SDK based games.

PhysX project list in March 2007

Wondering how it looked back then ? Clicking on this Web Archive will take you back to the past

But today we are happy to announce the final update for the feature set of PhysX projects list:

  • remaining tables (engines, middleware, etc) were moved to SQL database
  • page layout was optimized
  • some new features, like statistical graphs, were introduced.

Of course, as PhysX SDK adoption grows, we will continue to add to our database new games and applications.

If you find any bugs, please post them by creating a comment below.

Written by Zogrim

February 9th, 2011 at 11:07 pm

Posted in Website

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