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Archive for 2012

Borderlands 2 will be enhanced with GPU PhysX effects

with one comment

It is now official – Borderlands 2 will be the next game to support GPU accelerated PhysX effects.

Update: GPU PhysX trailer was caught on camera

Update #2: new official PhysX trailer

At GeForce Kepler Editor’s Day (event, during which Kepler GPUs were presented to press), Borderlands 2 demo featuring GPU PhysX effects was demonstrated by Randy Pitchford, Gearbox Founder and CEO, running on a GeForce GTX 680 GPU.

Hardware accelerated content will include:

  • Fully simulated tearable cloth which interacts with weapons, forces, weather, etc
  • Persistent GPU simulated particles that interact with the world
  • Fully-interactive fluids
  • Maybe something more

Read the rest of this entry »

Written by Zogrim

March 22nd, 2012 at 4:02 pm

QQ Dance 2: Party will not go on without PhysX

without comments

QQ Dance 2 is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, QQ Dance.

Build on proprietary H3D engine, QQ Dance 2 will not only provide significant improvement in visual fidelity, but also feature fully simulated clothing and hair on characters using PhysX SDK 2.8.4 and APEX Clothing module.

Presented demo is containing 50 000 simultaneously simulated cloth vertices (for example, even most intense scene in Mafia 2 has no more than 15 000 cloth vertices).

QQ Dance 2 is supposed to be released in Q4 2012. This game will not only support GPU acceleration, but also have a CPU path for non-NVIDIA systems.

Written by Zogrim

March 22nd, 2012 at 3:59 pm

Posted in PhysX Games

Tagged with , , , , ,

Post-GDC 2012: APEX Dynamic Systems Module

with 8 comments

NVIDIA has uploaded a following video, revealing new, never seen before, module for APEX Framework, called APEX Dynamic Systems (it is still an early prototype, however).

Detailed description is not available yet, but it seems that this new module is supposed to speed up the creation process of complex dynamic actors like articulations, ragdolls and vehicles, by providing artist friendly environment, where one can easily create and tune such objects and preview their behaviour.

Written by Zogrim

March 20th, 2012 at 7:56 pm

Posted in PhysX Tools

Tagged with , ,

Post-GDC 2012: NVIDIA APEX Showcase

with 2 comments

NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of NVIDIA APEX toolset, its authoring capabilities and games integrations examples at GDC 2012.

APEX Turbulence Module

We find APEX Turbulence demo particularly impressive, since particle simulation of such magnitude and complexity (scene contains up to 180 000 particles combined) is yet to be seen in games, while it can be used to create new generation of realistic smoke, dust and explosion effects.

It is good to see that this module has finally reached production stage. Turbulence is promised to be released as part of APEX 1.2

Read the rest of this entry »

Written by Zogrim

March 13th, 2012 at 10:31 am

GDC 2012: enhancing games with APEX

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Following presentation was held as part of GDC 2012 NVIDIA Game Technology Theather event on March 9.

Session called “Enhancing Games with APEX (Clothing, Destruction, Turbulence)” was presented by Aron Zoellner and Kevin Newkirk from NVIDIA.

Update: recording is now available on YouTube

Presentation has started with overview of APEX Clothing module using full-body clothing (tie, jacket, pants) on Bryce Wayne character from recently released Batman: Arkham City title as example. Dynamic clothing on Samaritan character was also demoed, but we had session about it at previous GDC already.

As a nice addition, few words were said about features of new clothing solver, introduced in PhysX SDK 3 (we expect it to appear in APEX Clothing 1.2):

  • Enhanced control over bending and shearing.
  • Enhanced control over high-energy dynamics.
  • Connected tapered capsule collision.

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Written by Zogrim

March 10th, 2012 at 1:33 pm

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.

Read the rest of this entry »

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

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 , , ,

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