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Archive for April 24th, 2013

Post-GDC 2013: Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction

with 2 comments

A very interesting presentation from Game Developer Conference 2013 – “Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction” by Dane Johnston (NVIDIA), Aron Zoellner (NVIDIA), Tramell Isaac (SOE) and Ryan Elam (SOE) – is now finally available for replay from GDC Vault.

The presentation covers the basic features and authoring pipeline of APEX Turbulence and APEX Destruction modules, among other modules, and also provides a little post-mortem on how those modules were utilized to enhance several latest GPU PhysX games – PlanetSide 2 and Hawken.

It was also revealed during the talk, that with current implementation of GPU physics effects in Planetside 2 developers have only “scratched the surface of what APEX can do”, as more advanced content, including enhanced Turbulence effects, Destructible environments (like player created bases) and potentially Environmental cloth will be coming to the game in the future.  Good news for PlanetSide 2 players.

During Hawken and APEX Destruction part, it was mentioned that upcoming improvements for the Destruction module will include networking sync support, damage based vertex coloring, more authoring tools options (PhysX plug-ins, third party) and also a new damage system, that is based on artist feedback.

Finally, the APEX Hair & Fur was mentioned as the upcoming module.

Written by Zogrim

April 24th, 2013 at 5:46 pm

PhysX Research: Position Based Fluids explained

with 3 comments

Position Based Fluids – this fluid simulation technology has indeed got some attention lately, and now, new “Position Based Fluids” paper by Miles Macklin (NVIDIA) and Matthias Müller-Fischer (NVIDIA) can give one a proper insight on the algorithm.

Abstract:

In fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications.

In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incompressibility and convergence to modern smoothed particle hydrodynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suitable for real-time applications.

We incorporate an artificial pressure term that improves particle distribution, creates surface tension, and lowers the neighborhood requirements of traditional SPH. Finally, we address the issue of energy loss by applying vorticity confinement as a velocity post process.

Written by Zogrim

April 24th, 2013 at 11:07 am

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