Archive for the ‘APEX’ tag
Updated PhysXLab tool for APEX 1.1
Updated 1.1 Beta 3 version of PhysXLab, authoring tool for APEX Destruction module, is now available.

PhysXLab 1.1 is compatible with APEX 1.1 release.
| Release Notes |
- New Features
- Ability to export “Do Not Fracture” chunks as a single ApexRenderMesh.
- Mesh texture visualization while in cutout mode.
- Option to make the playground mesh transparent, so that the bomb widget may be manipulated more easily.
- PhysXLab project file icon association.
- Tutorial links in documentation.
- Instanced chunk highlight options available together.
- Updated release notes.
- US7706: Visualization to distinguish non-instanced and instanced (but with 0 offset) chunks.
New 2.85 PhysX plug-in released with 3ds Max 2013 ans APEX 1.2 support
In pair with 2.72 plug-in, NVIDIA has presented new 2.85.0427 version of PhysX plug-in for 3ds Max 2013, 2012, 2011 and 2010, both 32-bit and 64-bit versions.

2.85 plug-in is roughly equivalent to MassFX 2013 in terms of features, except that it provides APEX Clothing support instead on mCloth simulation engine.
| Release Notes |
- General
- General: Support for APEX 1.2 (however, PhysX 3 cloth is not yet functional)
- General: Support for PhysX SDK 3.2 engine.
Registered Developer Program: easier way to access PhysX SDK, DCC Tools and APEX
NVIDIA is about to meet the wishes of developer community with more friendly way to take advantage of PhysX SDK and APEX Tools – Registered Developer Program.
In comparison to previous account registration process, Developer Program features automated account approval (matter of minutes, not days) and simplified downloads structure (easier to find demanded files).
Attention ! Registered Developer Program only provides access to free binary versions of PhysX SDK, APEX DCC Tools (PhysXLab, PhysX plug-ins) and APEX SDK.
Source versions will still be available through PhysX Developer Support website only, as well as paid support.
IF YOU ARE NOT REGISTERED AT NVIDIA DEVELOPER ZONE
Step 1. Go to NVIDIA Developer Zone and click “New Account” (upper right corner)

Post-GDC 2012: NVIDIA APEX is going to be integrated into Unity engine
Remaining presentations from GDC 2012 are now available at GDC Vault.
Particularly interesting detail was revealed during “Mastering DX11 with Unity” (PDF) talk – NVIDIA APEX framework will be added to popular Unity game engine, which is currently using modified PhysX SDK 2.8.3 as physics engine.

A short demo (bus smashing through propane shop) of basic APEX Destruction module usage was presented, followed by promises to expand integration on other APEX modules in the future.
Next presentation, “Enhancing Games with Clothing and Destruction” is absolutely indentical to Game Technology Theather talk of the same name, we have reviewed it earlier.
Finally, it is worth to check a “Solving Rigid Body Contacts” tutorial from Richard Tonge, however, it is a bit technical.
QQ Dance 2: Party will not go on without PhysX
QQ Dance 2 is a sequel to ultra-popular (over 2 million concurrent users, 100 million registered users) Chinese online dancing game called, obviously, QQ Dance.
Build on proprietary H3D engine, QQ Dance 2 will not only provide significant improvement in visual fidelity, but also feature fully simulated clothing and hair on characters using PhysX SDK 2.8.4 and APEX Clothing module.
Presented demo is containing 50 000 simultaneously simulated cloth vertices (for example, even most intense scene in Mafia 2 has no more than 15 000 cloth vertices).
QQ Dance 2 is supposed to be released in Q4 2012. This game will not only support GPU acceleration, but also have a CPU path for non-NVIDIA systems.
Post-GDC 2012: APEX Dynamic Systems Module
NVIDIA has uploaded a following video, revealing new, never seen before, module for APEX Framework, called APEX Dynamic Systems (it is still an early prototype, however).
Detailed description is not available yet, but it seems that this new module is supposed to speed up the creation process of complex dynamic actors like articulations, ragdolls and vehicles, by providing artist friendly environment, where one can easily create and tune such objects and preview their behaviour.
Post-GDC 2012: NVIDIA APEX Showcase
NVIDIA has uploaded a set of demontrational videos, which were used to showcase features of NVIDIA APEX toolset, its authoring capabilities and games integrations examples at GDC 2012.
APEX Turbulence Module
We find APEX Turbulence demo particularly impressive, since particle simulation of such magnitude and complexity (scene contains up to 180 000 particles combined) is yet to be seen in games, while it can be used to create new generation of realistic smoke, dust and explosion effects.
It is good to see that this module has finally reached production stage. Turbulence is promised to be released as part of APEX 1.2
GDC 2012: PhysX and APEX will make it to Unreal Engine 4
Ever since the existence of Unreal Engine 4, next-generation game development platfrom from Epic Games, was revealed, one question was bothering us – will it still rely on PhysX SDK integration for physics sumulation, like UE3 and UDK?

And it seems the answer is “Yes”.
During presentation of PhysX and APEX features, that NVIDIA employee was giving to Gametrailers at GDC 2012, following words were said:
So here we are showing some of our technologies that are already incorporated in the games and game engines.
In this case all three of these demos are in Unreal Engine.. we are integrated in both Unreal 3 and upcoming Unreal 4.
GDC 2012: new PhysX and APEX technology revealed
Gametrailers has published several videos, revealing what kind of newest additions to PhysX SDK engine and APEX Framework were showcased at NVIDIA Booth, at current GDC.
First video is showing yet experimental technology – new cloth solver and real-time fracturing.
Wooly character contains 840 000 particles simulated as 100 000 invidual strands of fur and is running on new solver that is currently under active research.
Real-time fracturing will be nice addition to the APEX Destruction module, which, currently, is utilizing only pre-fractured meshes. Fracturing happening in real-time, accordingly to impact force and point of damage application will certanly make destruction look more natural and immersive.
Update: more detailed videos of new fracturing engine.
Update #2: fur simulation technology video
February/March UDK supports NVIDIA APEX 1.1
Almost a year has passed since NVIDIA and Epic Games presented APEX 1.0 integration in Unreal Development Kit (UDK) engine.

And now, February 2012 release of UDK can “please” us with silent introduction of newest APEX 1.1 Framework, which includes updated APEX Clothing and APEX Destruction modules.
Unfortunately, UDN documentation was not yet updated, and some flaws were found in this release - for example, APEX GPU Rigid Body libraries are missing from the February distribution. Not to mention, that not all APEX 1.1 features have made it into UDK.
UPDATE: March UDK is released. Issues with missing GRB libraries were resolved.
Please note: only assets created with latest authoring tools - PhysXLab 1.1 and 2.71 DCC plug-ins - are compatible with APEX 1.1
Let’s take a look on some of the new features in APEX 1.1 integration we were able to discover:
APEX DESTRUCTION 1.1:
For additional data on Destruction Module please refer to UDN page
- GPU Rigid Bodies (GRB). One of the most interesting features of 1.1 release is new ability to calculate rigid body physics on CUDA-capable GPUs, thus achieveing performance improvement in scenes with many destructible actors and simulated chunks, while using exact same assets and settings as for CPU physics.
----- Following is valid only for February 2012 UDK
As we have mentioned, current GRB implementation is missing vital libraries and also has some bugs: you can either wait until March UDK release or try it out now (for your own risk) – using our .dll package (36 mb).
Copy “GRB_1_x86.dll” and “pxtask_cuda_x86.dll” to “UDK\Binaries\Win32\” folder.
Copy “GRB_1_x64.dll” and “pxtask_cuda_x64.dll” to “UDK\Binaries\Win64\” folder.
---- Previous is only valid for February 2012 UDK
Now, to enable GRBs you need to set following parameters in “Engine\Config\BaseEngine.ini” file:
bDisablePhysXHardwareSupport=False
ApexGRBEnable=True












