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Unity 3.0 engine will include updated PhysX core

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UNITY is popular multiplatform development tool, used in many titles, from numerous iPhone games to major one like Interstellar Marines.

Internal physics system in Unity is using custom driverless version PhysX SDK – unfortunately, since main SDK core is very old (2.5, afair), it’s missing not only recent updates and bugfixes, but some features like fluids, cloth, forcefields and even GPU-acceleration. While Unity Technologies were keeping PhysX un-updated for years in a matter of “combability”, such renovation was actually needed by developers.

And, finally – recent announce of long awaited Unity 3.0 engine promises not only iPad and Ps3 platforms support, deferred render, built-in lightmapping system and unified editors, but “major updates to Unity’s.. physics features

No details were revealed, but Tom Higgins, Unity Product Evangelist, made a short sneak-peak

We are upgrading PhysX but will be saving the specifics until later, let’s just say it will have some juicy new features for sure!

We’ll try to keep an eye on this, so stay tuned.



Written by Zogrim

March 9th, 2010 at 2:45 pm

Posted in Engines and Wrappers

Tagged with ,

PhysX SDK integration with Unreal 1 engine

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Group of enthusiasts is working on interesting project – classic Unreal 1 engine enhancement with real-time physics, based on PhysX SDK. Current version supports only primitives like boxes and spheres, convex meshes and several joint types, but result is already impressive:

Future plans include vehicles integration, soft bodies and possible ragdoll support. You can download beta version of PhysX mod for Unreal v. 227 here

Hope this project will be more successful than this abandoned PhysX integration into Half Life 1 engine.



Written by Zogrim

February 22nd, 2010 at 2:22 pm

Metro 2033: 4A Engine specifications

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Eurogamer.net website has published some very interesting materials, related to upcoming Metro 2033 title.  Firstly, they revealed full specifications of proprietary technology behing Metro 2033, known as 4A Engine, which is called even by its developers “one of the most advanced engines on the planet”.

You can read full specs here, and we’ll quote only part related to engine physics system:

Physics System
Powered by nVidia PhysX technology, can utilise multiple CPU cores, AGEIA PhysX hardware, or nVidia GPU hardware.

* Tightly integrated into the content pipeline and the game itself, including physical materials on all surfaces, physically driven sound, physically driven animations
* Rigid body and multi-jointed constructions. Breakable fences, walls , sheds and other objects. Thousands of different physical entities simulated per frame.
* Cloth simulation, water physics (including cross-interactions)
* Destruction and fracturing, physically based puzzles
* Soft body physics on selected special game entities
* On hardware-accelerated PhysX platforms engine implements full physically correct behaviour of particles such as smoke, debris, etc.

For dessert – Metrospective, interview with 4A Games chief technical officer Oles Shishkovtsov about game engine optimizations and platform specific features.

Metro 2033 is coming out March 16 on PC and Xbox 360, PC version will include 3D Vision, DX 11 and GPU PhysX support.

Read the rest of this entry »



Written by Zogrim

February 20th, 2010 at 3:44 pm

Meng Game Engine: PhysX integration demo

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Interesting video appears on YouTube today – it’s showcasing PhysX SDK integration with Meng Game Engine by Mindware  Studios. Meng was the technology behind recently released painkiller-style game called Dreamkiller.

Video is demonstrating some advanced physics simulation – tearable and pressure cloth, metal cloth based deformables, dynamic hair, and ragdolls, blended with animation using joint motors.

However, we haven’t spotted anything but ragdolls and rigid bodies in actual Dreamkiller game, so perhaps more complicated features are reserved for future projects.

Update: unfortunately, video seems to be removed by user.



Written by Zogrim

January 27th, 2010 at 10:54 pm

Posted in Engines and Wrappers

Tagged with , ,

Esenthel Engine updated with PhysX SDK 2.8.3

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Physics simulation component of Esenthel Engine was translated recently to PhysX SDK 2.8.3, which allows developers, among other things, to create 64-bit applications.

In addition, new SDK features, like hierarchical cloth solver or cloth constraints, can help to advance clothing simulation via Esenthel even further (current status is shown on a video below).

Even developed by one man – Grzegorz Slazinski – Esenthel is “complete game development suit“, which includes graphics renderer, physics, GUI, networking, animation system, etc.

User’s opionions on this engine are fairly positive.

Source: Esenthel forums



Written by Zogrim

December 21st, 2009 at 4:46 pm

U-Wars: biEngine demo video

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Following ACGI event, short demo video of Biart’s biEngine was uploaded to YouTube. biEngine is the technology behind U-WARS, tactical shooter with GPU PhysX support, slated for 2010 release.

Video is showcasing some nice explosions, destructible environment, physically simulated smoke, as well as underwater scenes.

Update: english version available



Written by Zogrim

October 28th, 2009 at 2:07 pm

Posted in PhysX Games

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Neutron 3D Engine – PhysX integration video

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Video, showcasing PhysX SDK integration into indie Neutron 3D engine was added to YouTube recently

As you may see, implementation includes rigid bodies, joints, tearable cloth and softbodies.



Written by Zogrim

August 22nd, 2009 at 6:43 pm

Posted in Engines and Wrappers

Tagged with ,

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