Archive for the ‘pXent’ tag
Conitec Datasystems has announced that physics system in latest A8 version of their Gamestudio game engine is now based on PhysX SDK 2.8.3 (previously it was ODE).
According to devs, such changes will result “in a better frame rate and greater stability of the physics simulation”.
PhysX SDK integration was developed in conjunction with Christian Kahler, author of pXent PhysX wrapper.
Metro 2033 GPU/CPU PhysX fog Comparison by protowiz
Performance comparison for Advanced PhysX effects running on single GTX 260 GPU and C2Q 9550 CPU. Particle smoke from grenade explosions is demanding effect, so fps hit is noticable.
pXent Pro and 3DGS – Cloth Physx and Tearing by quadraxas
Video from new pXent PhysX wrapper demo. Includes two types of cloth simulation – large tearable banner and thin clothing on animated character.
We are keeping an eye on promising PhysX SDK based projects, like RayFire Tool, PhysXforQuest wrapper, and – pXent PhysX SDK wrapper for 3D GameStudio engine. This time a new impressive feature was added – realtime generation of fragments for dynamic fracturing and destruction of objects.
Of course, it’s still not APEX Destruction level, but close enough.
We’ve already wrote about pXent some time ago – that’s PhysX SDK wrapper for 3D GameStudio engine. Christian Kahler, pXent developer, has uploaded an interesting video today, showing that even complex PhysX SDK features like SPH-fluids, softbodies and cloth simulation can be easily implemented by one man.
PhysX SDK wrapper for 3D GameStudio (A7) engine - pXent has entered final development stage and is available for purshase in basic setup (rigid bodies, ragdolls, materials system, complex vehicles).
Price for standart edition is set as 15,00 €, meanwhile demo is available for free.