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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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2.89 PhysX plug-ins are available

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Updated PhysX plug-ins2.89.00313 for 3ds Max and Maya – are now available for download.

Update [7/17/2013]: Plug-ins version 2.89.00705 for 3ds Max and Maya released. Please see the Release Notes below.

Update #2: 2.91 PhysX plug-ins are available

nvidia-physx

Apart from PhysX SDK 3.2.3 and APEX 1.2.3 support, only several minor bug-fixes are included in this release.

2.89.00313 PhysX plug-in for 3ds Max: Release Notes

  • New Features
    • Updated PhysX 2.8.5 and 3.2.3
    • Updated APEX 1.2.3
  • Fixes
    • Fix GPU Simulation Disabled bug when choosing HW mode.
    • Fix qs tangent space issue.

2.89.00705 Update Release Notes

  • New Features
    • Support 3ds Max 2014.
    • Exporting material names when exporting PhysX scene.
    • Support making dummies as constraint directly via toolbar or menu.

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Written by Zogrim

April 11th, 2013 at 2:31 am

Posted in PhysX Tools

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PhysXLab 1.2.3 includes minor bug-fixes

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New PhysXLab 1.2.3 was released by NVIDIA today.

Update: PhysXLab 1.2.4 is released

nvidia-physx

Only several minor bug-fixes and updated PhysX/APEX SDK compatibility are included in 1.2.3 version.

PhysXLab 1.2.3 – Release Notes

  • New Features
    • APEX 1.2.3 support.
    • PhysX SDK 3.2.3 support.
    • Hull simplification.
  • Bug-fixes
    • DE7358: Bad APEX convex hull creation in 3.x.
    • DE7335: T-junction removal is causing crashes.
    • DE7104: Min Fracture Depth not being set in the exported APX if set in the playground.
Downloads

PhysXLab 1.2.3 can be downloaded at Developer Support Center (our registration guide) or throught PhysX/APEX Registered Developer Program (our registration guide).

Written by Zogrim

April 11th, 2013 at 1:35 am

Posted in PhysX Tools

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Post-GTC 2013: GPU PhysX effects in Borderlands 2 post-mortem

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Folks at TomsHardware have kindly uploaded an onscreen recording of the “Post Mortem: GPU Accelerated Effects in Borderlands 2” talk, which was presented at GPU Technology Conference (GTC 2013) and, later on, at Game Developer Conference (GDC 2013) in March, and is not yet available through official channels.

The presentation covers the implementation details and the authoring process of the extra physics effects (impact debris particles, simulated cloth and SPH fluids) for one of the best game with GPU PhysX support – Borderlands 2.

Written by Zogrim

April 5th, 2013 at 10:20 pm

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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GDC 2013 Demo: Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions

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Quite interesting technical demo video was revealed today by Matthias Müller-Fischer, PhysX SDK Research Lead in NVIDIA.

Update: Real Time Dynamic Fracture explained.

It is showcasing a further evolution of a dynamic real-time fracturing and GPU accelerated rigid body simulation algorithm, firstly presented at GDC 2012. As you may see, improved method works perfectly with complex arbitrary meshes, not just basic shapes.

A paper describing this technology, called “Real Time Dynamic Fracture with Volumetric Approximate Convex Decompositions”, will be available for public download later on, once it will be approved for SIGGRAPH.

Written by Zogrim

March 27th, 2013 at 3:56 pm

3ds Max 2014 further improves MassFX with mParticles module

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Since 2012 version, Autodesk 3ds Max uses MassFX, PhysX SDK based simulation system, as default physics simulation solution.

New 3ds Max 2014 (and 3ds Max Design 2014) release adds a new MassFX mParticles module to a two existing ones, mRigids and mCloth. Also relaying on PhysX SDK engine, mParticles module is a powerfull and fully controllable particle simulation system.

Previously, mParticles module was know as standlone plug-in – Orbaz Particle Flow Tools: Box #2.

Written by Zogrim

March 26th, 2013 at 11:21 pm

APEX will help Hawken to redefine Destructible Environment

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A quite interesting addition to Hawken, MMO mech shooter with GPU PhysX support, was demonstrated by NVIDIA booth PAX East 2013. We are talking about one of the most exciting physics features – fully destructible environment.

Update: all the new features are promised to be included in a patch, coming out in April.

Update #2: GeForce.com article – Hawken Destructible Map Demoed & Detailed

A special level, consisting of APEX Destruction assets such as destructible building and barriers, was showcased as proof of concept illustrating how destruction will work, when it will be eventually added to Hawken.

Official features are listed as follows:

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Written by Zogrim

March 24th, 2013 at 8:50 pm

Posted in PhysX Games

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PlanetSide 2 physics effects showcased in official PhysX trailer

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To reinforce the official release of GPU PhysX effects in PlanetSide 2, free-2-play MMO shooter, NVIDIA has revealed the official trailer to demonstrate how extra Particles and Turbulence effects can enhance the visual look of the game.

What is interesting in case of PlanetSide, is the fact that all the extra PhysX effects are GPU exclusive – there is no CPU backend even for regular impact particles. According to one of our sources, it was a deliberate developer’s decision, directed by technical requirements to save CPU cycles for gameplay physics and game logic, not some kind of “marketing trick”.

Update: some extra details coming on this topic, stay tuned.

Be sure to check back on PhysXInfo.com later on for our own comparison video and PhysX Review.

Written by Zogrim

March 21st, 2013 at 8:59 pm

Posted in PhysX Games

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