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Archive for March 28th, 2013

GDC 2013 Demo: APEX Turbulence in CryEngine

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The following demo is quite interesting – it is showcasing real-time particle simulation, using APEX Turbulence module and CryEngine from Crytek.

This one should be approached carefully: it is not the official feature of the CryEngine, more like a proof of concept of how APEX can be utilized in non-PhysX SDK based game engine.

Demo is using custom particle system (simplified version of the one from PhysX SDK) and Turbulence driven velocity fields to control particle motion. Interactions with level geometry and rigid body objects are also supported.

Such technology may offer some interesting new possibilities for GPU PhysX games.

Written by Zogrim

March 28th, 2013 at 12:10 pm

GDC 2013 Demo: real-time fracturing coupled with fluid simulation

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Destruction with real-time fracturing and dynamic fluid simulation are awesome by themselves, but what if you can get both, at the same time?

Update: Real Time Dynamic Fracture explained.

Update #2: Introduction to Position Based Fluids.

This demo, showcased at GDC 2013, was used to demonstrate several new features, which will be included in future versions of PhysX SDK and APEX – rigid body simulation with real-time fracturing, improved SPH fluid solver and interaction between the two.

Written by Zogrim

March 28th, 2013 at 11:17 am

GDC 2013: PhysX 3 cloth solver will add self-collision and inter-collision features

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Special “embedded” PhysX 3 clothing solver, introduced in APEX SDK 1.2, has indeed many advantages over the previous cloth simulation solution – it is more robust, efficient, stretch-resistance.

However, due to its simplified nature, PhysX 3 cloth solver is also missing some features, such as tearing, two-way interaction with rigid bodies and self-collision support.

As the first step, updated version of the clothing solver, which will be introduced in PhysX SDK 3.3 and APEX Clothing 1.3 module, will include new self-collision algorithm, that will allow cloth to behave more naturally and also improve formation of folds and wrinkles.

In addition to self-collision, improved cloth solver also supports inter-collision between multiple cloth actors (take that, 2.8 cloth !) for qualitative simulation of complex multi-layered clothing.

For a note, full-body clothing assets, presented in the video, contain roughly ~ 10 000 simulated cloth vertices each and are running on GPU in real-time.

Written by Zogrim

March 28th, 2013 at 5:56 am

Posted in PhysX SDK, PhysX Tools

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