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Archive for the ‘Breach’ tag

PhysX and Breach: Final Verdict

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Multiplayer shooter Breach from Atomic Games is hot topic for us these days, thanks to features like fully destructible environments and robust integration of PhysX SDK physics engine.

We’ve spent some time playing Breach and are presenting our overview, focused on PhysX related components of the game.

Destruction and physics systems.

Destruction in Breach is pretty pervasive  – each level contain lot of active physical objects, from fully desctructible (wooden cabins, bridges, barricades, etc) to semi-destructible (structures made of stone and concrete will take damage, but won’t collapse entirely). Rigid body chunks and bricks from explosions will remain active physics objects, reacting to players movement, gunfire and explosions.

Physics calculations quantity can be controlled through special Physics Settings panel, that allows users to tweak amount of rigid bodies present on the scene and time they stay active before disappearing.

Breach and PhysX overview - high physics settings

Breach - high physics settings (click to view full pic)

These settings are  mostly related to secondary rigid bodies (bricks, debris and smaller pieces), while gameplay affecting obejcts (for example, falling wooden planks, that can hurt other players) remain intact.

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Written by Zogrim

January 27th, 2011 at 3:32 am

Posted in Articles, Reviews, PhysX Games

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How PhysX is used in Breach: Interview with Atomic Games

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This week our undivided attention is focused PhysX SDK based multiplayer shooter Breach, notable for its pervasive and complex dynamic destruction system.

Update: PhysX and Breach: Final Verdict

Breach and PhysX - Interview

We’ve contacted Atomic Games, developers of Breach, to get more background on PhysX implementation and technical aspects of in-game physics. Mark Davidson, director of core technologies, was kind enought to answer some of our questions:

PhysXInfo.com: Destruction system and physics in general – what do they mean for Breach? Are they just a cosmetic features or integral part of the gameplay?

Mark Davidson: Destruction in Breach defines the game. It’s not just a facet of game play; it is the core mechanic, the soul. Everything revolves around it, how to attack, how to defend, where to take cover, these choices are all driven by the destructible nature of the environment.

The fact that almost anything on the battlefield can be destroyed means physics play a pivotal role in how any skirmish plays out. We have gone way beyond swapping models for a destroyed version, In Breach you are physically affecting elements of the world and forcing other players to react to that.

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Written by Zogrim

January 25th, 2011 at 1:16 am

Breach: The World Most Destructible Battlefield trailer

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Atomic Games has released a new trailer, showcasing destruction system capabilities in Breach – multiplayer shooter for PC and XBLA.

Update: How PhysX is used in Breach – interview with Atomic Games

Physics system is Breach is handled by PhysX SDK integration. As promised earlier, some GPU accelerated physics effects will also be present.

Breach will be released at January 26, 2011.

Written by Zogrim

January 22nd, 2011 at 2:06 am

Posted in PhysX Games

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Breach will feature GPU PhysX support ?

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Atomic Games, a developer of simulations for US military and intelligence agencies, has announced today that their tactical shooter called Breach for X-Box 360 and Windows PC has gone gold today, target to be released at January 26.

Update #2: How PhysX is used in Breach – interview with Atomic Games

On particular line in press release has caught our attention:

The Windows PC version will feature support for larger explosions, particle effects and more through NVIDIA PhysX technology.

Seems like GPU PhysX titles numbers have grown :)

Update: we have recieved confirmation from NVIDIA.

Breach is a first-person multiplayer shooter, with an emphasis on tactical combat and fully destructible environments.

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Written by Zogrim

January 14th, 2011 at 6:27 pm

Posted in PhysX Games

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