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PhysX SDK 3.3 source code is now available for free

PhysX SDK 3.3 source code is now available for free

Free source code access for Windows, Linux, OS X and Android.

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Introducing NVIDIA HairWorks: fur and hair simulation solution

Introducing NVIDIA HairWorks: fur and hair simulation solution

Real-time simulation and rendering of realistic hair and fur

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Introducing NVIDIA FLEX: unified GPU PhysX solver

Introducing NVIDIA FLEX: unified GPU PhysX solver

Universal particle-based physics solver

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The Evolution of PhysX SDK, performance-wise

The Evolution of PhysX SDK, performance-wise

PhysX 2.8 vs PhysX 3.x vs Bullet

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Deus Ex: Human Revolution will use APEX Clothing ?

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Autodesk has updated full line of their products with new 2012 versions, and browsing through the website we’ve noticed something very interesting in feature video called “New Simulation Options” for Maya 2012.

Update: Release version of Deus Ex: Human Revolution is not using any PhysX/APEX tech. Probably, Adam character was used just as example.

A character, very similar to Adam Jensen from upcoming Deus Ex: Human Revolution game, was used to showcase clothing simulation via APEX Clothing integration.

Does this mean that Deus Ex: Human Revolution will use APEX Clothing module, or maybe even support GPU PhysX acceleration ? As you may remember, hardware PhysX support for Mafia II was spoiled in absolutely same manner.

What do you think ? Tell us in comments.

Written by Zogrim

March 1st, 2011 at 6:19 pm

Posted in PhysX Games

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3ds Max 2012 announced officially

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Autodesk has officially announced 3ds Max 2012 and 3ds Max Design 2012 – 3D modeling, animation, rendering, and compositing packages.

New set of 3ds Max products introduces first module of unified MassFX simulation system – mRigids rigid body dynamics.

Update: 3ds Max 2012 released – MassFX system overview

With mRigids, you can leverage the multi-threaded NVIDIA® PhysX® engine to create compelling, dynamic rigid-body simulations directly in the 3ds Max viewport. mRigids supports static, dynamic, and kinematic rigid bodies (the latter for rag doll simulations), and a number of constraints: Rigid, Slide, Hinge, Twist, Universal, Ball & Socket, and Gear.

MassFX system is based on PhysX plug-in for 3ds Max, and will replace existing Reactor physics engine.

We’ve already reviewed some sneak-peek videos of MassFX and spotted certain vital features – convex decomposition ans substeps control.

In addition, new Maya 2012 is also including PhysX plug-in as part of standart package.

New Simulation Options — Incorporates the multithreaded NVIDIA PhysX engine for static, dynamic and kinematic rigid-body simulations directly in the Maya viewport. The PhysX plug-in also includes kinematic ragdoll simulations and APEX Clothing.

Written by Zogrim

March 1st, 2011 at 5:36 pm

GDC 2011: Epic Games announces DX 11 and NVIDIA APEX integration with Unreal Engine 3

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NVIDIA and Epic Games are teaming up this week at Game Developers Conference to showcase latest additions to Unreal Engine 3, like DX 11 support and NVIDIA APEX Framework integration.

“Thanks to NVIDIA’s excellent cross-platform physics technologies and DX11 expertise, we have enhanced Unreal Engine 3 to bring unprecedented new levels of realism and demonstrate what the next generation of gaming will be,” said Mark Rein, vice president of Epic Games.

Alpha and beta versions of certain APEX modules were used in UE3 based games previously (Dark Void and Batman Arkham Asylum), but now full APEX toolset will be available to all UE3 licensees and UDK users as well, and can be used to create high-fidelity physics content (character clothing, for example) even in CPU PhysX and console games.

Read the rest of this entry »

Written by Zogrim

March 1st, 2011 at 5:03 pm

Posted in Engines and Wrappers

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New MassFX video showcases convex decomposition feature

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Autodesk has released another sneak-peek video of MassFX – PhysX SDK (and PhysX plug-in) based physics simulation system for XBR (namely 3ds Max 2012).

Previous video has showed us that substeps control will be included, and this one reveals another interesting feature – composite physical mesh type (previously spotted only in internal versions of PhysX plug-in).

In this case, user will be able to decompose concave mesh (not supported by PhysX SDK natively) into convex pieces, using built-in algorithm, and simulate it as one physical object.

Now, with both convex decomposition and substeps control features MassFX may show itself as pretty effective tool, at least for rigid body simulations.

Written by Zogrim

March 1st, 2011 at 2:15 am

Posted in PhysX Tools

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MSI Kombustor 2.0.0 now includes PhysX simulation features

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New version of Kombustor, MSI’s VGA burn-in test and benchmark utility, is now available.

2.0.0 release brings new graphics benchmark, that includes OpenGL 4 rendering, soft shadows, geometry instancing, tesselation and PhysX SDK based cloth and particles simulation – sort of FurMark, FluidMark and TessMark features fused together.

PhysX simulation in MSI Kombustor, running purely on C2Q CPU

Physics part is pretty robust – it is using latest PhysX SDK 2.8.4.4 and supports both GPU acceleration and multi-core CPU optimizations.

You can download MSI Kombustor 2.0.0 from here.

Written by Zogrim

February 26th, 2011 at 12:01 am

Posted in PhysX Tools

Tagged with ,

PhysX based simulation system in Autodesk XBR will be called MassFX

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We already mentioned plans of Autodesk to replace Reactor (using Havok) physics engine in next versions of 3ds Max with a new and probably better one, based on PhysX SDK.

Update: New MassFX sneak-peek video

Recently released “sneak peek” video gives us a short glimpse on this simulation system, and reveals its name – MassFX.

As you may notice, MassFX resembles general design of standart PhysX plug-in from NVIDIA, but also includes some long-anticipated features, like substeps control, for example.

Read the rest of this entry »

Written by Zogrim

February 25th, 2011 at 9:38 pm

Posted in PhysX Tools

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Autodesk webinar reveals plans on PhysX SDK integration into XBR

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Autodesk 3ds Max users may be familiar with XBR (project Excalibur) – next major generation of 3ds Max products, that is supposed to adress many issues on fundamental level and includes some new features, currently beeing in extensive development stage.

Rumors have been floating around for some time, but it seems now it is official – recent webinar from Autodesk has revealed that Simulation sub-system within XBR will be based on PhysX SDK, instead of Reactor engine (using Havok).

Autodesk Webinar - XBR and PhysX

QA session after the webinar

Following webinar recording is giving a glimpse on some features and ideas for XBR Simulation system (starting 44:45).

Judging by XBR release date (when it’s done), we can assume that it will use PhysX SDK 3.x

Written by Zogrim

February 16th, 2011 at 4:05 pm

Posted in PhysX Middleware

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Introducing PhysX Wiki project

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We are proud to announce new, perspective addition to our website – PhysX Wiki section.

PhysX Wiki is global knowledge base, based on Mediawiki engine, potentially capable of answering any PhysX related question either from gamer, GPU owner, entusiast or PhysX developer (not now yet, but in the future).

PhysX Wiki starting guide.

PhysX Wiki discussion.

We’ve already filled up PhysX Wiki with basic content, but since it is entended to be community driven, fill free to share your experience, add and discuss content. Some of our readers, like Jesse “AquaGeneral” Stiller, have already contributed their knowledge, and we encourage you to do the same.

Written by Zogrim

February 13th, 2011 at 9:54 pm

Posted in Website

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Augmented Reality demo with Kinect and PhysX

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LABSID, company born from the Polytechnical University of Catalonia, has published interesting demo video – augmented reality application, showcasing interaction between real world and virtual objects, using rigid body and cloth physics simulation by PhysX SDK and Kinect motion controller.

We will look forward for future developments.

Written by Zogrim

February 10th, 2011 at 9:25 pm

Posted in PhysX Middleware

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Finalizing PhysX SDK based projects list

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Providing a list of various games, tools and middleware using the PhysX SDK (located on the main page) is integral and a historical part of PhysXInfo. Originally, in January 2007, this site started as a simple, one page, pure HTML table of PhysX SDK based games.

PhysX project list in March 2007

Wondering how it looked back then ? Clicking on this Web Archive will take you back to the past

But today we are happy to announce the final update for the feature set of PhysX projects list:

  • remaining tables (engines, middleware, etc) were moved to SQL database
  • page layout was optimized
  • some new features, like statistical graphs, were introduced.

Of course, as PhysX SDK adoption grows, we will continue to add to our database new games and applications.

If you find any bugs, please post them by creating a comment below.

Written by Zogrim

February 9th, 2011 at 11:07 pm

Posted in Website

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