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Archive for March, 2012

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

Read the rest of this entry »

Written by Zogrim

March 9th, 2012 at 2:24 pm

GDC 2012: using IKinema with PhysX and preview of MassFX 2013

with one comment

Following presentations were held as part of NVIDIA Game Technology Theather event on March 7.

First one is called “3ds Max with MassFX” and was presented by Chris Murray from Autodesk.

Update: recording is now available on YouTube

This talk was mostly focused on features under development, that are expected to be added in future versions of MassFX, like mCloth – new clothing simulation solution.

mCloth is supposed to provide stable two-way interaction with rigid bodies, probably utilize GPU acceleration, support user-controlled tearing (through vertex selection) and include some interesting pressure simulation for balloon-like behaviour (for example, if you have holes in your mesh, balloon will deflate).

Read the rest of this entry »

Written by Zogrim

March 8th, 2012 at 9:11 pm

PhysX 3 Fluid Simulation Demo evolves to Fluid Sandbox

with 4 comments

Few months ago we wrote about interesting project – custom SPH Fluid simulation demo, that was using PhysX SDK 3.0.2 as physics engine and OpenGL as rendering API.

Recently, its author known as Finalspace has presented an updated version of this application, which is now called Fluid Sandbox.

Update: Fluid Sandbox 1.4.5 is up. New version is based on PhysX SDK 3.1 and features improved rendering, additional scenarios, better support for multi-core CPUs, fluid emitters and drains.

New release is named “Sandbox” for a reason – most of the data is now stored in XML format, so it is possible to customize existing scenarios (or even create new ones), edit scene and simulation properties, or add custom obstacles.

Apart from that, updated features include improved Screen Space Fluid Rendering option, new basic scenarios, more flexible settings and properly working interaction between fluid particles and rigid bodies.

As we already mentioned in our previous article, Fluid Sandbox is a great tool to play with, which functionality surpasses any other PhysX Fluid demos ever released.

You can download Fluid Sandbox from original thread at Delphi OpenGL Community forum.

Written by Zogrim

March 7th, 2012 at 11:45 am

Posted in PhysX Tools

Tagged with , , ,

RayFire Customer Showreel 2012

without comments

MirVadim has uploaded new impressive promo video of RayFire – fracturing and destruction tool for Autodesk 3ds Max, which is using PhysX plug-in/MassFX for underlying physics simulation.

If you are interested in RayFire history and PhysX SDK role in its development, you can read our previous article – PhysX From Inside Out: RayFire Tool

Written by Zogrim

March 6th, 2012 at 9:23 am

Posted in PhysX Middleware, PhysX Tools

Tagged with ,

MassFX 2013 Sneak Peek: Bearing Machine

without comments

Autodesk has presented another video, showcasing some of the new features of MassFXPhysX SDK based physics simulation system, that is replacing Reactor engine since 3ds Max 2012.

You can observe the process of mCloth object creation (and also it’s settings and interaction with rigid bodies), better support for concave meshes and updated interface.

It was also mentioned previously, that MassFX 2013 will also support standart forces, like PBomb and Vortex.

Written by Zogrim

March 6th, 2012 at 8:53 am

February/March UDK supports NVIDIA APEX 1.1

with 14 comments

Almost a year has passed since NVIDIA and Epic Games presented APEX 1.0 integration in Unreal Development Kit (UDK) engine.

And now, February 2012 release of UDK can “please” us with silent introduction of newest APEX 1.1 Framework, which includes updated APEX Clothing and APEX Destruction modules.

Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the February distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.

UPDATE: March UDK is released. Issues with missing GRB libraries were resolved.

UPDATE #2: November 2012 release of UDK adds APEX 1.2.1 support

Please note: only assets created with latest authoring tools - PhysXLab 1.1 and 2.71 DCC plug-ins - are compatible with APEX 1.1

Let’s take a look on some of the new features in APEX 1.1 integration we were able to discover:

APEX DESTRUCTION 1.1:

For additional data on Destruction Module please refer to UDN page

  • GPU Rigid Bodies (GRB). One of the most interesting features of 1.1 release is new ability to calculate rigid body physics on CUDA-capable GPUs, thus achieveing performance improvement in scenes with many destructible actors and simulated chunks, while using exact same assets and settings as for CPU physics.

----- Following is valid only for February 2012 UDK

As we have mentioned, current GRB implementation is missing vital libraries and also has some bugs: you can either wait until March UDK release or try it out now (for your own risk) – using our .dll package (36 mb).

Copy “GRB_1_x86.dll” and “pxtask_cuda_x86.dll” to “UDK\Binaries\Win32\” folder.

Copy “GRB_1_x64.dll” and “pxtask_cuda_x64.dll” to “UDK\Binaries\Win64\” folder.

---- Previous is only valid for February 2012 UDK

Now, to enable GRBs you need to set following parameters in “Engine\Config\BaseEngine.ini” file:

bDisablePhysXHardwareSupport=False

ApexGRBEnable=True

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Written by Zogrim

March 2nd, 2012 at 3:04 pm

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