PHYSX NEWS PHYSX SDK
PROJECTS TABLE
GPU PHYSX
GAMES INFO
PHYSX
ARTICLES
PHYSX WIKI FORUM
РУССКИЙ ENGLISH


:: Back to news index ::

Archive for March, 2011

Funcom adds PhysX to Dreamworld Engine 2.5

with 3 comments

NVIDIA announced today that Funcom’s Dreamworld 2.5, a game engine for MMO games, now features server-side PhysX SDK integration.

“We are excited to be working closely with NVIDIA to integrate PhysX technology into our Dreamworld 2.5 engine,” said Rui Casais, chief technology officer at Funcom. “Server-side collision using PhysX will allow us to add a new level of realism to our online worlds, and we look forward to implementing other enhancements as well, including NVIDIA APEX clothing and destruction, to make our games even more interactive and immersive.”

Server-side PhysX SDK, used by Funcom, is specially modified 64-bit Linux version.

Dreamworld 2.5 currently powers two popular MMOs: Age of Conan and Anarchy Online, with a third, the Secret World, currently in development. The updated Dreamworld Engine 2.5 with server-side PhysX integration is now live in Age of Conan.

Written by Zogrim

March 28th, 2011 at 9:19 pm

NVIDIA APEX 1.0 Beta is now available: Details

with 13 comments

NVIDIA has uploaded last piece of APEX Framework puzzle – actual APEX SDK component. Now, it is time to take detailed overview on APEX features and structure.

UPDATE: APEX SDK 1.1 is available.

So what is NVIDIA APEX ? APEX is multi-platform scalable developement framework, designed to reduce development time and costs when creating complex physics content.

APEX addresses following typical problems:

  • Significant programmer involvement is required to take a relatively abstract PhysX-SDK and create a lot of meaningful content.

APEX provides a high-level interface to artists and content developers. This reduces the need for programmer time, adds automatic physics behavior to familiar objects, and leverages multiple low-level PhysX-SDK features with a single easy-to-use authoring interface.

  • Game physics content typically gets designed to the game’s “min-spec” system.

APEX requires each functional module to provide one or more ways to “scale the content” when running on better-than-min-spec systems, and to do this without requiring a lot of extra work from the game developer (artist or programmer, but especially programmer).

  • Game engine performance limitations.

APEX avoids many of the game engine bottlenecks by allowing the designer to identify the physics that is important to the game logic, and what can be sent directly to the renderer, bypassing the fully generic path through the game engine.

It also allows the game engine to treat an APEX asset as a single game object, even though it may actually comprise many hundreds or even thousands of low-level physics components.

Authoring tools (DCC plug-ins for 3ds Max/Maya and standalone PhysXLab app) are used create and tune physics assets (for example, destructible wall) while runtime component (APEX SDK) is responsible for deserialization, LOD, data management and interaction with game engine. Accordingly, APEX SDK must be integrated with your engine before you’ll be able to use APEX assets.

Few facts about APEX 1.0 Beta:

  • APEX is not the replacement for PhysX SDK, nor the new version of it. It is a layer that sits on top of the PhysX SDK.
  • APEX 1.0 public Beta includes Clothing and Destruction modules (and partially – Particles module).
  • APEX is free for commercial and non-commercial use.
  • All necessary documentation and tutorials are included with APEX 1.0 package.
  • APEX supports PC, PS3 and Xbox 360 (with optimizations for consoles), and but only PC version is available for public currently.
  • APEX is based on latest PhysX SDK 2.8.4 and does not require PhysX System Software installation.

How to download APEX: Follow this guide and register PhysX Developer account.

Go to [Online Support] -> [Download]

  • [APEX] -> [APEX PhysX Lab Beta] -> NVIDIA APEX PhysX Lab-1.0.100.0 for PhysXLab (APEX Destruction authoring)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Max 2.60 beta] -> NVIDIA PhysX Plug-in 3dsMax20– x– WithAPEX 2.60.– for 3ds Max PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper 3ds Max version)
  • [APEX] -> [APEX DCC Clothing Plugins] -> [Maya 2.6 beta] -> NVIDIA PhysX Plug-in Maya20– x– WithAPEX 2.60.– for Maya PhysX plug-in (APEX Clothing authoring, don’t forget to choose proper Maya version)
  • [APEX] -> [APEX SDK Beta] -> APEXSDK-1.0.39 beta-PhysX_2.8.4.5-WIN-VC9 for APEX SDK (game engine integration)

You don't need to download PhysX SDK, or PhysX System Software, or anything else.

Now let’s see what is included in APEX 1.0 public Beta package:

Read the rest of this entry »

Written by Zogrim

March 25th, 2011 at 3:02 am

Clothing simulation solutions for games

without comments

Physical simulation of character clothing is yet inceptive, but very promising trend and a great way to make game characters more believable.

We are giving an overview of most interesting cloth simulation packages in our new article : “Clothing simulation solutions for games“.

Written by Zogrim

March 22nd, 2011 at 7:20 pm

Posted in Articles, Reviews, Other

Tagged with , ,

PhysX SDK 2.8.4.5 released

with 2 comments

NVIDIA PhysX SDK was updated to version 2.8.4.5

nvidia-physx

Since no updated release notes are avaialble, we assume that only minor bug fixes differs this release from previous one – 2.8.4.4

As always, you can download PhysX SDK 2.8.4.5 via Developer Support Center.

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

Written by Zogrim

March 17th, 2011 at 1:26 am

Posted in PhysX SDK

Tagged with

So whats new in 2.60 version of PhysX plug-in for 3ds Max and Maya

with 3 comments

Ongoing (and prolonged) release of NVIDIA APEX framework has not only brought us PhysXLab (authoring tool for APEX Destruction and APEX Particles), but also new versions of PhysX plug-ins for Autodesk 3ds Max, 3ds Max Design and Maya (plug-ins were uploaded just several hours ago).

UPDATE: NVIDIA APEX 1.0 Beta released

Since many developers and VFX artists are waiting for this plug-ins, we decided to provide detailed overview of new features and changes in this versions. New PhysX plug-ins v. 2.60 for 3ds Max and Maya are available for download via Developer Support Center.

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

PhysX plug-in for 3ds Max v. 2.60.0314.1641

[supports 3ds Max (2009, 2010, 2011) and 3ds Max Design (2010, 2011), 32-bit and 64-bit versions]

Update: PhysX plug-in for 3ds Max updated

2.60 version of PhysX plug-ins seems to be used as basis for new MassFX unified dynamics system, included in upcoming 3ds Max 2012, as it resembles same interface and basic feature list. However, 2.60 PhysX plug-in supports APEX Clothing, while MassFX does not.

Lets take a view on new features, in comparison to previous 2.40 version of PhysX plug-in:

Read the rest of this entry »

Written by Zogrim

March 17th, 2011 at 12:08 am

Posted in PhysX Tools

Tagged with , , , , ,

Tutorial: APEX Destruction authoring in PhysXLab

with 2 comments

NVIDIA has uploaded several tutorials videos, which provide step-by-step overview of authoring process and in-deph description of APEX Destruction module features – slice fracturing and cut-out fracturing pipelines using PhysXLab tool.

Update: New tutorials provide in depth view of APEX Destruction usage in UDK

APEX Destruction PhysXLab Tutorial: Cut-out Fracturing

Read the rest of this entry »

Written by Zogrim

March 16th, 2011 at 2:33 am

Posted in PhysX Tools

Tagged with , ,

NVIDIA APEX release is coming close

with 11 comments

It seems that NVIDIA has finally decided to make APEX available for broader audience.

UPDATE: NVIDIA APEX 1.0 Beta released

Main APEX page on Developer Website was updated with following statement

APEX 1.0 beta provides access to APEX Destruction and Clothing. The NVIDIA APEX 1.0 (beta) tools and binary SDK are 100% free and can be used in both commercial and non-commercial projects. APEX is available for immediate download by all registered PhysX developers.

So, APEX Clothing and APEX Destruction modules are about to be released with authoring tools (new 3ds Max/Maya plug-ins and PhysXLab) and APEX runtime SDK (with all docs and tutorials) – this mean that developers will gain the ability to freely integrate APEX into their engines.

According to our sources, APEX 1.0 Beta release will happen this week (despite of quoted text above, it is not yet available).

Update: PhysXLab Beta was released, the rest will follow soon.

Update #2: New PhysX plug-ins for 3ds Max and Maya are released

Written by Zogrim

March 9th, 2011 at 8:09 pm

Posted in PhysX Tools

Tagged with

March UDK released with full NVIDIA APEX support

with one comment

Epic Games has announced March release of Unreal Development Kit (UDK), free version of Unreal Engine 3.

March UDK includes all DX11 features, that were presented in Samaritan Demo at GDC 2011.

Important DirectX features now shipping with UDK include:

  • Tessellation and displacement;
  • Geometry shaders;
  • Multisampled textures; and
  • Shader Model 5.

In addition, UDK is now fully integrated with NVIDIA APEX, high-level scalable framework oriented on creation of complex physical effects, like destructible environment of dynamic character clothing.

NVIDIA’s APEX technology has also been integrated into the engine and ships with UDK.

NVIDIA APEX technology enables artists to quickly generate physically simulated clothing and destructible environments.

However, to take advantage of APEX functionality, authoring tools are needed to be released by NVIDIA. According to our sources, this may happen very soon, probably within a week.

Update: APEX 1.0 Beta released

Read the rest of this entry »

Written by Zogrim

March 9th, 2011 at 5:19 pm

Posted in Engines and Wrappers, PhysX Tools

Tagged with ,

Post-GDC 2011: Interactive clothing in Samaritan Demo using NVIDIA APEX

with 4 comments

Another NVIDIA developer session from GDC 2011 is now available – Realistic and Interactive Clothing in Epic Games “Samaritan” Demo Using NVIDIA APEX (in .pdf format).

Update: recorded session is now available at GDC Vault. Content of this post was updated accordingly.

New interesting technic was presented during presentation – highly detalized graphical mesh with many details (pockets, clasps, etc) was attached to a simplified uniformly tesselated mesh called “Drive Mesh“, that was used for APEX Clothing simulation. In this case, clothing with very complex geometry (like on the Samaritan character above) can be easily authored and simulated with high performance.

Read the rest of this entry »

Written by Zogrim

March 8th, 2011 at 6:48 pm

Posted in PhysX Tools

Tagged with , ,

Post-GDC 2011: new APEX Destruction video showcases GPU rigid bodies

with 15 comments

NVIDIA has uploaded several new videos, showcasing APEX Destruction module in action.

First one is demonstrating long-anticipated feature – GPU accelerated rigid body simulation.

This is actually the first time, when GPU rigid bodies are presented as part of APEX module.

Read the rest of this entry »

Written by Zogrim

March 7th, 2011 at 10:19 pm

Posted in PhysX Tools

Tagged with , ,

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