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Archive for March 9th, 2012

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

with 6 comments

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: PhysX and APEX will make it to Unreal Engine 4

with 2 comments

Ever since the existence of Unreal Engine 4, next-generation game development platfrom from Epic Games, was revealed, one question was bothering us – will it still rely on PhysX SDK integration for physics sumulation, like UE3 and UDK?

And it seems the answer is “Yes”.

During presentation of PhysX and APEX features, that NVIDIA employee was giving to Gametrailers at GDC 2012, following words were said:

So here we are showing some of our technologies that are already incorporated in the games and game engines.

In this case all three of these demos are in Unreal Engine.. we are integrated in both Unreal 3 and upcoming Unreal 4.

Written by Zogrim

March 9th, 2012 at 3:23 pm

Posted in Engines and Wrappers

Tagged with , , , ,

GDC 2012: new PhysX and APEX technology revealed

with 4 comments

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

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