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Archive for the ‘CryEngine’ tag

Warface will adopt VisualFX and PhysX effects

with 4 comments

Warface, free-to-play online shooter, powered by CryEngine and developed by Crytek, will soon be enhanced with GPU accelerated PhysX and VisualFX effects – according to NVIDIA.

PhysX (APEX) Particles module will be used for impact debris effects on “concrete, grass, soil, wood, sand and the like” surfaces, while NVIDIA (APEX) Turbulence module will provide “simulation and rendering of physically correct smoke, dust and other fluid dynamics effects“. As the result:

Engine exhaust, smoke from explosions, dust from falling debris and spinning helicopter rotors can interact with the rest of the environment, both static and dynamic. Combined with PhysX particles, Turbulence provides a 1-2 punch of dynamism and realism.

As interesting note, it seems that NVIDIA as expanding the strategy of providing GPU accelerated PhysX effects in titles without native (core-physics) PhysX SDK integration, which potentially means that they can be adopted by any game or engine. Combined new core-PhysX integrations (such as UE4 with default PhysX 3, Clothing and Destruction implementation), such strategy can yield positive results on the amount of GPU PhysX titles.

Written by Zogrim

March 19th, 2014 at 7:56 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

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