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Archive for October, 2013

Star Citizen and Project CARS will include GPU accelerated PhysX and APEX effects

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The NVIDIA’s “The Way It’s Meant to be Played” (Editors Day 2013) media event, which was held today in Montreal, has brought us some interesting, PhysX related news.

New games are joining the line of GPU PhysX titles, such as Star Citizen, an upcoming space flight simulator from Cris Roberts, fully crowdfunded by fans.

While it is still early to discuss exact details of the integration (since Star Citizen will be released somewhere in 2015), the plan is to have several APEX based features, such as particles, turbulence and clothing, in the game.

Since Star Citizen is based on CryEngine 3, we can expect a “PhysX SDK-less” integration, where APEX modules will work on top of CryEngine own physics system. Finally, some APEX features, such as simulated character clothing, may be available for AMD users as well, running on CPU.

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Written by Zogrim

October 17th, 2013 at 8:03 pm

PhysXLab 1.2.4 is released

without comments

A little bit late, but PhysXLab 1.2.4 has arrived, finally.

nvidia-physx

This version in compatible with APEX SDK 1.2.4 and includes several bug-fixes.

Update: PhysXLab 1.3, featuring PhysX SDK 3.3 and APEX 1.3 support, is now available at GameWorks Download Center

PhysXLab 1.2.4 – Release Notes

  • New Features
    • APEX 1.2.4 support.
    • PhysX SDK 3.2.4 support.
    • Smoothing groups preserved from imported mesh.
  • Bug-fixes
    • Fix for DCC/PhysXLab destructible import problem with multi meshes.
    • DE7941: UV-based cutout face selection tool re-enabled.
  • Misc. changes
    • GRB playground mode removed.
Downloads

PhysXLab 1.2.4 can be downloaded throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

October 17th, 2013 at 4:34 pm

Posted in PhysX Tools

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