<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>PhysXInfo.com - PhysX News &#187; UDK</title>
	<atom:link href="http://physxinfo.com/news/tag/udk/feed/" rel="self" type="application/rss+xml" />
	<link>http://physxinfo.com/news</link>
	<description></description>
	<lastBuildDate>Fri, 18 May 2012 11:42:06 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>February/March UDK supports NVIDIA APEX 1.1</title>
		<link>http://physxinfo.com/news/7438/februar-udk-supports-nvidia-apex-1-1-sort-of/</link>
		<comments>http://physxinfo.com/news/7438/februar-udk-supports-nvidia-apex-1-1-sort-of/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 12:04:46 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[GRB]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=7438</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
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 &#8220;please&#8221; 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 [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Almost a year <a href="http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/">has passed</a> since <strong>NVIDIA</strong> and <strong>Epic Games</strong> presented <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/">APEX 1.0</a> integration in <strong>Unreal Development Kit</strong> (UDK) engine.</p>
<p style="text-align: center;"><img class="nob aligncenter size-full wp-image-7439" title="UDK_LOGO" src="http://physxinfo.com/news/wp-content/uploads/2012/02/UDK_LOGO.png" alt="" width="250" height="86" /></p>
<p style="text-align: justify;">And now, <a href="http://udk.com/news-beta-feb2012" target="_blank">February 2012</a> release of UDK can &#8220;please&#8221; us with <strong>silent introduction</strong> of newest <a href="http://physxinfo.com/news/6120/nvidia-apex-1-1-is-available-gpu-rigid-bodies-feature-included/">APEX 1.1 Framework</a>, which includes updated <a href="http://physxinfo.com/wiki/APEX_Clothing">APEX Clothing</a> and <a href="http://physxinfo.com/wiki/APEX_Destruction">APEX Destruction</a> modules.</p>
<p style="text-align: justify;">Unfortunately, <strong>UDN documentation was not yet updated, and some flaws were found in this release -</strong> 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.</p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>UPDATE:</strong></span> <a href="http://udk.com/news-beta-mar2012" target="_blank">March UDK is released</a>. Issues with missing GRB libraries were resolved.</p>
<p style="text-align: justify;"><tt><strong>Please note:</strong> only assets created with latest authoring tools - <a href="http://physxinfo.com/news/6242/physxlab-1-1-released-with-apex-1-1-support/">PhysXLab 1.1</a> and <a href="http://physxinfo.com/news/7310/dcc-physx-plug-ins-were-updated-to-version-2-71/">2.71 DCC plug-ins</a> - are compatible with APEX 1.1</tt></p>
<p style="text-align: justify;">Let&#8217;s take a look on some of the new features in <a href="http://udn.epicgames.com/Three/APEXOverview.html" target="_blank">APEX 1.1 integration</a> we were able to discover:</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>APEX DESTRUCTION 1.1:</strong></span></p>
<p style="text-align: justify;"><tt>For additional data on Destruction Module <a href="http://udn.epicgames.com/Three/APEXDestruction.html" target="_blank">please refer to UDN page</a></tt></p>
<ul>
<li style="text-align: justify;"><strong>GPU Rigid Bodies (GRB)</strong>. 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.</li>
</ul>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/qIG1mQ-qfVw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/qIG1mQ-qfVw?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;"><tt>----- Following is valid only for February 2012 UDK</tt></p>
<p style="text-align: justify;">As we have mentioned, current GRB implementation <span style="color: #ff0000;">is missing vital libraries and also has some bugs</span>: you can either wait until March UDK release or try it out now (for your own risk) &#8211; using <a href="http://physxfiles.com/UDK-GRB.zip">our .dll package</a> (36 mb).</p>
<p style="text-align: justify;">Copy &#8220;<span style="color: #0000ff;">GRB_1_x86.dll</span>&#8221; and &#8220;<span style="color: #0000ff;">pxtask_cuda_x86.dll</span>&#8221; to &#8220;<span style="color: #0000ff;">UDK\Binaries\Win32\</span>&#8221; folder.</p>
<p style="text-align: justify;">Copy &#8220;<span style="color: #0000ff;">GRB_1_x64.dll</span>&#8221; and &#8220;<span style="color: #0000ff;">pxtask_cuda_x64.dll</span>&#8221; to &#8220;<span style="color: #0000ff;">UDK\Binaries\Win64\</span>&#8221; folder.</p>
<p style="text-align: justify;"><tt>---- Previous is only valid for February 2012 UDK</tt></p>
<p style="text-align: justify;">Now, to enable GRBs you need to set following parameters in <span style="color: #0000ff;">&#8220;Engine\Config\BaseEngine.ini</span>&#8221; file:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">bDisablePhysXHardwareSupport=False</span></p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexGRBEnable=True</span></p>
<p><span id="more-7438"></span></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/iPWYBkTykB8?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="360" src="http://www.youtube.com/v/iPWYBkTykB8?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">You may also want to tweak following settings:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexDestructionMaxChunkIslandCount</span> &#8211; maximum number of simulated chunks.</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexDestructionMaxShapeCount</span> &#8211; each chunk could have multiple shapes, so you can limit those too.</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexGRBGPUMemSceneSize</span> &#8211; GPU memory allocated to store scene data (shapes, actors).</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexGRBGPUMemTempDataSize</span> &#8211; GPU memory allocated to store contacts and collision data.</p>
<p style="text-align: justify;">Please note that GPU acceleration: <span style="text-decoration: underline;">#1</span> Is only working for Destructible assets, not regular UDK physics actors.  <span style="text-decoration: underline;">#2</span> Is not effective in scenes with small amount of physical objects. <span style="text-decoration: underline;">#3</span> Supports only one-way interaction with CPU rigid bodies.</p>
<p style="text-align: justify;">It is recommended to install latest GPU driver.</p>
<ul>
<li style="text-align: justify;">New <strong>Sort by Benefit</strong> option defines how chunks are removed from the scene when resource budget is reached. Benefits calculation is based on screen size (which, itself, depends on size of the chunk/island and distance from the camera) and age of the chunk, not just relative lifetime, as before.</li>
</ul>
<p style="text-align: justify;">It is enabled by default:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexDestructionSortByBenefit=True</span></p>
<p style="text-align: justify;">Thus, enabling this option will prevent undesirable situations, when, for example, chunks dissapear in front of you as something gets destroyed in the background. New system will also preserve large chunk inslands and delete smaller insignificant chunks in the first place.</p>
<ul>
<li style="text-align: justify;">Ability to have <strong>multiple collision hulls per chunk</strong> for better representation of objects with concave geometry.</li>
</ul>
<p style="text-align: justify;">PhysXLab 1.1 performs convex decomposition automatically, while complexity of physical mesh can be controlled by <span style="color: #0000ff;">&#8220;Collision Quality&#8221;</span> settings under <span style="color: #0000ff;">&#8220;Asset&#8221;</span> tab.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7540" title="C_quality" src="http://physxinfo.com/news/wp-content/uploads/2012/02/C_quality.png" alt="" width="300" height="95" /></p>
<div id="attachment_7544" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-7544" title="sm_c_quality2" src="http://physxinfo.com/news/wp-content/uploads/2012/02/sm_c_quality2.png" alt="" width="550" height="242" /><p class="wp-caption-text">Collision hulls (red wireframe) on various quality settings</p></div>
<p style="text-align: justify;">Increased collision quality can also help to avoid interpenetrations between chunks, but will consume more resources.  But if your chunks are perfectly convex (for example, if Voronoi shattering is used), you can safely reduce quality to 1 or 2, in order to improve performance.</p>
<ul>
<li style="text-align: justify;"><strong>Chunks instancing and tiling</strong>. Matching chunks created from cutout fracturing can be instanced within the same actor, as well as other destructible actors which reference the same asset &#8211; to speed up rendering.</li>
</ul>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7560" title="c_instance" src="http://physxinfo.com/news/wp-content/uploads/2012/02/c_instance.png" alt="" width="304" height="53" /></p>
<p style="text-align: justify;">Instancing option (it is located under &#8220;<span style="color: #0000ff;">Graphics</span>&#8221; tab) must be set during authoring process.</p>
<p style="text-align: justify; padding-left: 30px;"><span style="color: #3366ff;"><strong>APEX CLOTHING 1.1:</strong></span></p>
<p style="text-align: justify;"><tt>For additional data on Clothing module <a href="http://udn.epicgames.com/Three/APEXClothing.html" target="_blank">please refer to UDN page</a></tt></p>
<ul>
<li style="text-align: justify;"><strong>Per-actor scaling</strong>. Each actor can now be scaled individually and simulated correspondingly.</li>
</ul>
<ul>
<li style="text-align: justify;"><strong>Asynchronous cooking</strong>. Cooking will be delayed if another actor already started cooking, in case if several actors with different per-actor scale are created. Actors will not be simulated during this process.</li>
</ul>
<p style="text-align: justify;">This option is also enabled by default:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexClothingAllowAsyncCooking=True</span></p>
<ul>
<li style="text-align: justify;"><strong>Adaptive Target Frequency</strong> reduces the high frequency jittering that happens due to slightly varying timesteps, by adapting the per-cloth gravity slightly.</li>
</ul>
<p style="text-align: justify;">Target frequency is computed as the average over the real last N (normally 60) simulation steps. Number of steps can be defined with following parameter:</p>
<p style="text-align: justify;"><span style="color: #0000ff;">ApexClothingAvgSimFrequencyWindow=60</span></p>
<p style="text-align: center;"><em>We&#8217;ll update this page as more official information will be released.<br />
</em></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/7438/februar-udk-supports-nvidia-apex-1-1-sort-of/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>New APEX Clothing tutorials released</title>
		<link>http://physxinfo.com/news/6358/new-apex-clothing-tutorials-released/</link>
		<comments>http://physxinfo.com/news/6358/new-apex-clothing-tutorials-released/#comments</comments>
		<pubDate>Thu, 29 Sep 2011 17:27:55 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Authoring]]></category>
		<category><![CDATA[Clothing]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=6358</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
NVIDIA has released upgraded set of tutorials on how to create APEX Clothing assets in 3ds Max, Maya and how use them in UE3/UDK engine.

Archives are containing recorded video tutorials, all necessary assets, UE3 packages and scene files (for 3ds Max/Maya 2011 and latest PhysX plug-ins).
New tutorilas are availale for download at Developer Support Center, [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">NVIDIA has released upgraded set of <strong>tutorials</strong> on how to create <a href="http://physxinfo.com/wiki/APEX_Clothing" target="_blank">APEX Clothing</a> assets in 3ds Max, Maya and how use them in UE3/UDK engine.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-6369" title="APEX_Clothing_tut2" src="http://physxinfo.com/news/wp-content/uploads/2011/09/APEX_Clothing_tut2.jpg" alt="" width="550" height="301" /></p>
<p style="text-align: justify;">Archives are containing recorded <span style="text-decoration: underline;">video tutorials</span>, all necessary assets, UE3 packages and scene files (for 3ds Max/Maya 2011 and latest PhysX plug-ins).</p>
<p style="text-align: justify;">New tutorilas are availale for download at <a href="http://supportcenteronline.com/ics/support/default.asp?deptID=1949" target="_blank">Developer Support Center</a>, under following section:  <em>[Online Support] -&gt; [Downloads] -&gt; [APEX] -&gt; [APEX DCC Clothing Plugins]<br />
</em></p>
<ul style="text-align: justify;">
<li>Clothing Max Tutorials Part 1 (9-29-11).zip (590 mb)
<ul>
<li>Tutorial #1: Setup and UI</li>
<li>Tutorial #2: Waving Flag authoring</li>
<li>Tutorial #3: Cape (low res) authoring</li>
<li>Tutorial #4: Trench Coat (medium res) authoring</li>
</ul>
</li>
<li>Clothing Max Tutorials Part 2 (9-29-11).zip (525 mb)
<ul>
<li>Tutorial #5: Pants (high res) authoring</li>
<li>Tutorial #6: Exporting from 3ds Max to UE3</li>
</ul>
</li>
<li>Clothing Maya Tutorials (9-29-11).zip (497 mb)
<ul>
<li>Tutorial #1: Setup and UI</li>
<li>Tutorial #2: Trench Coat (medium res) authoring</li>
<li>Tutorial #3: Exporting from Maya to UE3</li>
</ul>
</li>
<li>Clothing Tutorial for Unreal 3 (9-29-11).zip (186 mb)
<ul>
<li>Tutorial #1: Animation Notifies Max Distance Scaling</li>
</ul>
</li>
</ul>
<p style="text-align: justify;"><span style="color: #ff0000;">3ds Max Tutorials Note:</span> scene files ending with &#8220;_2010&#8243; are not compatible with 3ds Max 2012.</p>
<p style="text-align: justify;">You can also find mentioned video tutorials at <a href="http://www.youtube.com/user/NvidiaApexDeveloper" target="_blank">NvidiaApexDeveloper channel</a> at YouTube.</p>
<p style="text-align: justify;"><tt>If you  are experiencing trouble with registration of PhysX Developer account,  please refer to <a href="http://physxinfo.com/news/901/how-to-register-developer-account-to-get-physx-sdk-access/" target="_blank">our registration guide</a>.</tt></p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/6358/new-apex-clothing-tutorials-released/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>APEX Destruction and UDK: Tutorials</title>
		<link>http://physxinfo.com/news/5944/apex-destruction-and-udk-tutorials/</link>
		<comments>http://physxinfo.com/news/5944/apex-destruction-and-udk-tutorials/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 08:20:32 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[Destruction]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5944</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
YouTube user raven67854 has presented several tutorial videos, explaining basic principles of APEX Destruction module usage inside the Unreal Development Kit engine.
Update: New tutorials provide in depth view of APEX Destruction usage in UDK
First tutorial is covering basic principles of mesh fracturing using PhysXLab tool.


Second one is showcasing import of APEX assets in UDK.

 &#8211; [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">YouTube user <a rel="author" href="http://www.youtube.com/user/raven67854">raven67854</a> has presented several tutorial videos, explaining basic principles of <a href="http://physxinfo.com/wiki/APEX_Destruction" target="_blank">APEX Destruction</a> module usage inside the <strong>Unreal Development Kit</strong> engine.</p>
<p style="text-align: justify;"><strong>Update: </strong><a href="http://physxinfo.com/news/6382/new-tutorials-provide-in-depth-view-of-apex-destruction-usage-in-udk/" target="_blank">New tutorials provide in depth view of APEX Destruction usage in UDK</a></p>
<p style="text-align: justify;">First tutorial is covering basic principles of mesh fracturing using PhysXLab tool.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/I80MAkyG2qo?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/I80MAkyG2qo?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><span id="more-5944"></span></p>
<p style="text-align: justify;">Second one is showcasing import of APEX assets in UDK.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/cD8Wk-XlagY?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/cD8Wk-XlagY?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><em> &#8211; We’ll update this post as more tutorials will emerge –</em></p>
<p style="text-align: justify;">Additional materials, you would probably like to take a look at:</p>
<ul style="text-align: justify;">
<li><a href="http://udn.epicgames.com/Three/APEXDestruction.html" target="_blank">UDK &#8211; APEX Destruction Reference</a></li>
<li style="text-align: justify;"><a href="http://physxinfo.com/news/5262/tutorial-apex-destruction-authoring-in-physxlab/" target="_blank">APEX Destruction authoring in PhysXLab</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5944/apex-destruction-and-udk-tutorials/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>NVIDIA APEX and UDK: Destruction Project</title>
		<link>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/</link>
		<comments>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 10:43:25 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Other]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5625</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Since March version of Unreal Development Kit, that has brought us NVIDIA APEX integration, users are playing with the new features trying to figure out their capabilities and limitations.
One of the most noticeable examples is this Destruction Project by the user named RU1NOUS. Even in current state it is demostrating nice a clean level design, [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Since March version of <strong>Unreal Development Kit</strong>, that has brought us <a href="http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/" target="_blank">NVIDIA APEX integration</a>, users are playing with the new features trying to figure out their capabilities and limitations.</p>
<p style="text-align: justify;">One of the most noticeable examples is this <a href="http://forums.epicgames.com/showthread.php?t=773865" target="_blank">Destruction Project</a> by the user named <em>RU1NOUS</em>. Even in current state it is demostrating nice a clean level design, good usage of general APEX Destruction features and interaction of APEX actors with tearable cloth objects.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="390" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/V5jSPPmY_VE?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="390" src="http://www.youtube.com/v/V5jSPPmY_VE?fs=1&amp;hl=en_GB&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Currently, APEX Destruction still requires a lot of work to make it really powerful and practical fracturing/destruction simulation tool, so let&#8217;s hope NVIDIA has all necessary additions on the roadmap.</p>
<p style="text-align: justify;">We&#8217;ll try to keep the eye on<em> RU1NOUS&#8217;s</em> work and will update this post accordingly.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5625/nvidia-apex-and-udk-destruction-project/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>March UDK released with full NVIDIA APEX support</title>
		<link>http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/</link>
		<comments>http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 14:19:06 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[PhysX Tools]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=5062</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
Epic Games has announced March release of Unreal Development Kit (UDK), free version of Unreal Engine 3.

March UDK includes all DX11 features, that were presented in Samaritan Demo at GDC 2011.
Important  DirectX features now shipping with UDK include:

Tessellation and displacement;
Geometry shaders;
Multisampled textures; and
Shader Model 5.


In addition, UDK is now fully integrated with NVIDIA APEX, [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">Epic Games has announced <a href="http://udk.com/news-beta-mar2011" target="_blank">March release</a> of <strong>Unreal Development Kit</strong> (UDK), free version of Unreal Engine 3.</p>
<p style="text-align: justify;"><img class="aligncenter size-full wp-image-5067" title="Samaritan_DX11" src="http://physxinfo.com/news/wp-content/uploads/2011/03/Samaritan_DX11.jpg" alt="" width="550" height="248" /></p>
<p style="text-align: justify;">March UDK includes all DX11 features, that were presented in <a href="http://physxinfo.com/news/5027/gdc-2011-video-of-dx11-samaritan-demo-from-epic-games/" target="_blank">Samaritan Demo</a> at GDC 2011.</p>
<blockquote style="text-align: justify;"><p>Important  DirectX features now shipping with UDK include:</p>
<ul>
<li>Tessellation and displacement;</li>
<li>Geometry shaders;</li>
<li>Multisampled textures; and</li>
<li>Shader Model 5.</li>
</ul>
</blockquote>
<p style="text-align: justify;">In addition, UDK is now fully integrated with <a href="http://developer.nvidia.com/apex" target="_blank">NVIDIA APEX</a>, high-level scalable framework oriented on creation of complex physical effects, like destructible environment of dynamic character clothing.</p>
<blockquote style="text-align: justify;"><p>NVIDIA’s  APEX technology has also been integrated into the engine and ships with UDK.</p>
<p>NVIDIA APEX technology enables artists to quickly generate  physically simulated clothing and destructible environments.</p></blockquote>
<p style="text-align: justify;">However, to take advantage of APEX functionality, authoring tools are needed to be released by NVIDIA. <strong>According to our sources, this may happen very soon, probably within a week.</strong></p>
<p style="text-align: justify;"><span style="color: #ff0000;"><strong>Update:</strong></span> <a href="http://physxinfo.com/news/5073/nvidia-apex-1-0-beta-is-now-available-details/">APEX 1.0 Beta released</a><strong><br />
</strong></p>
<p><span id="more-5062"></span></p>
<p style="text-align: justify;">Unfortunately, it is also unclear what exactly modules were integrated with UDK and are available right out of the box. Clothing and Destruction &#8211; that&#8217;s for sure,  Turbulence is also mentioned on <a href="http://udk.com/showcase-samaritan" target="_blank">Samaritan Demo</a> page..</p>
<blockquote>
<p style="text-align: justify;">Other APEX features available now include turbulence</p>
</blockquote>
<p>..but since APEX Turbulence authoring pipeline was never revealed, it is unknown if this module will require standalone application or functionality is already built into UDK Editor. No information on APEX Particles and APEX Vegetation modules.</p>
<p><strong>Update:</strong> Browsing through March UDK we weren&#8217;t able to find any APEX bindings but Clothing and Destruction modules. It seems only those two will be available for UDK users &#8211; at this moment, at least.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/5062/march-udk-released-with-full-nvidia-apex-support/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>GDC 2011: Epic Games announces DX 11 and NVIDIA APEX integration with Unreal Engine 3</title>
		<link>http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/</link>
		<comments>http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 14:03:26 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[APEX]]></category>
		<category><![CDATA[DX11]]></category>
		<category><![CDATA[GDC 2011]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[UE3]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4943</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
NVIDIA and Epic Games are teaming up this week at Game Developers Conference to showcase latest additions to Unreal Engine 3, like DX 11 support and NVIDIA APEX Framework integration.

“Thanks to NVIDIA’s excellent cross-platform physics technologies and DX11 expertise, we have enhanced Unreal Engine 3 to bring unprecedented new levels of realism and demonstrate what [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: justify;">NVIDIA and Epic Games are <a href="http://pressroom.nvidia.com/easyir/customrel.do?easyirid=A0D622CE9F579F09&amp;version=live&amp;releasejsp=release_157&amp;xhtml=true&amp;prid=726851" target="_blank">teaming up</a> this week at Game Developers Conference to showcase latest additions to <strong>Unreal Engine 3</strong>, like <strong>DX 11</strong> support and <a href="http://developer.nvidia.com/apex" target="_blank">NVIDIA APEX</a> Framework integration.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-4939" title="gears-of-war-3" src="http://physxinfo.com/news/wp-content/uploads/2011/03/gears-of-war-3.jpg" alt="" width="600" height="249" /></p>
<blockquote><p>“Thanks to NVIDIA’s excellent cross-platform physics technologies and DX11 expertise, we have enhanced Unreal Engine 3 to bring unprecedented new levels of realism and demonstrate what the next generation of gaming will be,” said Mark Rein, vice president of Epic Games.</p></blockquote>
<p style="text-align: justify;">Alpha and beta versions of certain <strong>APEX</strong> modules were used in UE3 based games previously (<a href="http://physxinfo.com/data/vreview_dvoid.html" target="_blank">Dark Void</a> and <a href="http://physxinfo.com/data/vreview_batman.html" target="_blank">Batman Arkham Asylum</a>), but now full <strong>APEX</strong> toolset will be available to all UE3 licensees and UDK users as well, and can be used to create high-fidelity physics content (character clothing, for example) even in CPU PhysX and console games.</p>
<p><span id="more-4943"></span></p>
<blockquote>
<p style="text-align: justify;">“Unreal Engine 3 continues to amaze us and represents a generational leap in gaming,” said Drew Henry, general manager of GPU business at NVIDIA. “With the addition of our PhysX, APEX and 3D Vision technologies, it will deliver unprecedented, high-end visual experiences for gamers. We can’t wait to play the games that Unreal Engine 3 will power in the future.”</p>
</blockquote>
<p style="text-align: justify;">The new Unreal Engine 3 <a href="http://www.epicgames.com/news/epic-games-brings-next-gen-unreal-engine-3-technology-to-2011-game-develope" target="_blank">real-time demo</a>, (probably known as &#8220;Samaritan Demo&#8221;) being shown during GDC exclusively in Epic’s booth, is showcasing <strong>DX11</strong> features like complex environments and detailed character models, and realistic character interactions with the environment using APEX Destruction amd APEX Clothing modules (accoding to some sources, PhysX SDK 3.0 may be utilized as well).</p>
<p style="text-align: justify;">We believe, that more information on new UE3 tech will be revealed  in upcoming days, so stay tuned.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4943/gdc-2011-epic-games-announces-dx-11-and-nvidia-apex-integration-with-unreal-engine-3-2/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>January UDK: now with PhysX for iOS</title>
		<link>http://physxinfo.com/news/4707/january-udk-now-with-physx-for-ios/</link>
		<comments>http://physxinfo.com/news/4707/january-udk-now-with-physx-for-ios/#comments</comments>
		<pubDate>Fri, 21 Jan 2011 19:56:11 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4707</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>

Epic Games has released latest, January 2011 version of Unreal Development Kit (UDK), free edition of Unreal Engine 3.
One of main highlight of this version is enabled PhysX functionality for iOS development, while previous Mobile UDK featured only basic collision detection system.
Mobile

PhysX is now supported on iOS.

Rigid body physics,  fracturable meshes and ragdolls are [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-744" title="UDK" src="http://physxinfo.com/news/wp-content/uploads/2009/11/UDK.jpg" alt="UDK logo PhysX" width="264" height="100" /></p>
<p style="text-align: justify;"><strong>Epic Games</strong> has released latest, <a href="http://www.udk.com/news-beta-jan2011" target="_blank">January 2011 version</a> of <strong>Unreal Development Kit</strong> (UDK), free edition of Unreal Engine 3.</p>
<p style="text-align: justify;">One of main highlight of this version is enabled PhysX functionality for iOS development, while previous Mobile UDK featured only basic collision detection system.</p>
<blockquote><p><strong>Mobile</strong></p>
<ul>
<li>PhysX is now supported on iOS.</li>
</ul>
<p>Rigid body physics,  fracturable meshes and ragdolls are among supported features.<br />
Note: Cloth, fluids and soft bodies  remain disabled on iOS for performance reasons.</p></blockquote>
<p style="text-align: justify;">According to our knowledge, this has became possible thanks for standalone <strong>PhysX SDK</strong> port for iOS (previously, only Unity Technologies have possessed their own custom iOS PhysX port  &#8211; for <a href="http://unity3d.com/" target="_blank">Unity 3D</a> engine).</p>
<p style="text-align: justify;">However, this time we may hope that <strong>iOS PhysX SDK</strong> will be available for public download someday, along with Windows, Mac OS X and Linux versions.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4707/january-udk-now-with-physx-for-ios/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>September UDK comes with PhysX SDK 2.8.4.</title>
		<link>http://physxinfo.com/news/4382/september-udk-comes-with-physx-sdk-2-8-4/</link>
		<comments>http://physxinfo.com/news/4382/september-udk-comes-with-physx-sdk-2-8-4/#comments</comments>
		<pubDate>Fri, 24 Sep 2010 13:04:09 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[Engines and Wrappers]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[UDK]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=4382</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>

September Beta version of Unreal Development Kit (UDK), a free version of the Unreal Engine 3, is available for download.

This month’s build of UDK features significant additions, including:
· UDK users now have access to the gameplay profiler tool.
· Matinee’s movement tracks can now be split into individual translation and rotation components.
· Users can bulk edit [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: center;"><img class="nob alignnone size-full wp-image-744" title="UDK" src="http://physxinfo.com/news/wp-content/uploads/2009/11/UDK.jpg" alt="" width="264" height="100" /></p>
<p style="text-align: justify;"><strong>September Beta</strong> version of <a href="http://udk.com/" target="_blank">Unreal Development Kit</a> (UDK), a free version of the Unreal Engine 3, is <a href="http://forums.epicgames.com/showthread.php?t=745611" target="_blank">available for download</a>.</p>
<blockquote>
<p style="text-align: justify;">This month’s build of <strong>UDK features</strong> significant additions, including:</p>
<p style="text-align: justify;">· UDK users now have access to the gameplay profiler tool.</p>
<p style="text-align: justify;">· Matinee’s movement tracks can now be split into individual translation and rotation components.</p>
<p style="text-align: justify;">· Users can bulk edit texture properties within the Content Browser.</p>
</blockquote>
<p style="text-align: justify;">Apart from other usefull changes, <span style="text-decoration: underline;">September UDK</span> is upgrading PhysX SDK integration with newest features of <a href="http://physxinfo.com/news/3744/physx-sdk-2-8-4-say-goodbye-to-system-software/" target="_blank">2.8.4 SDK</a>, like <span style="text-decoration: underline;">driverless</span> destribution, <span style="text-decoration: underline;">SSE2</span> optimizations and enhanced <span style="text-decoration: underline;">cloth solver</span>.</p>
<p style="text-align: justify;">Also, we have noticed full pack of <span style="text-decoration: underline;">NVIDIA APEX</span> .dlls &#8211; when APEX will be released to public, you&#8217;ll be able to use it with UDK right away.</p>
<blockquote><p>· ‘PhysXDestructible’ has been removed.</p>
<p>· APEX destructibles are replacing them.</p></blockquote>
<p style="text-align: justify;">You can download September UDK Beta <a href="http://www.gamershell.com/news_103174.html" target="_blank">here</a> or <a href="http://worthplaying.com/article/2010/9/23/news/77114/" target="_blank">here</a></p>
<p style="text-align: justify;">As for APEX Toolset release (without it APEX integration into UDK is useless for regular developer), several sources are indicating that this is going to happen <span style="text-decoration: underline;">somewhere in October</span> <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/4382/september-udk-comes-with-physx-sdk-2-8-4/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>WeeklyTube Issue 39: PhysX video overview</title>
		<link>http://physxinfo.com/news/3324/weeklytube-issue-39-physx-video-overview/</link>
		<comments>http://physxinfo.com/news/3324/weeklytube-issue-39-physx-video-overview/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 15:22:29 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[WeeklyTube]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3324</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>

UDK &#8211; The Physics Dance! by Elude87

New Mass Physics video in UDK, now with focus on artistic style, not on the amount of physical objects. Scene is available for download here
UDK &#8211; Barrel Bonanza mass physics by erikrass

Yet not tired of Mass Physics videos ? here is another one  

SphereNightmare by TakarashyGX

&#8220;Ballance&#8221; style game, [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: center;"><img class="nob" src="http://physxinfo.com/pic/weekly_tube.png" border="0" alt="" width="250" height="100" /></p>
<p style="text-align: justify;"><strong>UDK &#8211; The Physics Dance!</strong> by <a id="watch-username" href="http://www.youtube.com/user/Elude87">Elude87</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/W_ZDNTIJAF4&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/W_ZDNTIJAF4&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">New Mass Physics video in UDK, now with focus on artistic style, not on the amount of physical objects. Scene is available for download <a href="http://forums.epicgames.com/showthread.php?t=735129" target="_blank">here</a></p>
<p style="text-align: justify;"><strong>UDK &#8211; Barrel Bonanza mass physics</strong> by <a id="watch-username" href="http://www.youtube.com/user/erikrass">erikrass</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/_G8mjt18dLA&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/_G8mjt18dLA&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Yet not tired of Mass Physics videos ? here is another one <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><span id="more-3324"></span></p>
<p style="text-align: justify;"><strong>SphereNightmare</strong> by <a id="watch-username" href="http://www.youtube.com/user/TakarashyGX">TakarashyGX</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/jYWLYbvtl8I&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/v/jYWLYbvtl8I&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">&#8220;Ballance&#8221; style game, developed by two people on OpenGL and PhysX SDK.</p>
<p style="text-align: justify;"><strong>PhysX in TV3D 6.5</strong> by <a id="watch-username" href="http://www.youtube.com/user/toasterthegamer">toasterthegamer</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/3PMfYuH27lk&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/v/3PMfYuH27lk&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">PhysX simulation in Truevision 6.5 engine.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/3324/weeklytube-issue-39-physx-video-overview/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>WeeklyTube Issue 37: PhysX video overview</title>
		<link>http://physxinfo.com/news/3170/weeklytube-issue-37-physx-video-overview/</link>
		<comments>http://physxinfo.com/news/3170/weeklytube-issue-37-physx-video-overview/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 17:22:11 +0000</pubDate>
		<dc:creator>Zogrim</dc:creator>
				<category><![CDATA[WeeklyTube]]></category>
		<category><![CDATA[Esenthel]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://physxinfo.com/news/?p=3170</guid>
		<description><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>

Esenthel Engine &#8211; Destructible Objects using Nvidia PhysX by Esenthel

New feature in Esenthel Engine &#8211; destructible objects using pre-fractured mesh. Yet in beta, but looks good already.
UDK Mass physics by Elude87

Remember Crysis Mass Physics videos ? Several users have prepared UDK based variants. This one is using 25 000 barrels stacked around a pillar 15 [...]]]></description>
			<content:encoded><![CDATA[<style type="text/css">
#leftcontainerBox {
float:left;
position: fixed;
top: 60%;
left: 70px;
}

#leftcontainerBox .buttons {
float:left;
clear:both;
margin:4px 4px 4px 4px;

padding-bottom:2px;
}


#bottomcontainerBox {
height: 30px;
width:50%;
padding-top:1px;
}

#bottomcontainerBox .buttons {
float:left;
height: 30px;
margin:4px 4px 4px 4px;
}

</style>
<p style="text-align: center;"><img class="nob" src="http://physxinfo.com/pic/weekly_tube.png" border="0" alt="" width="250" height="100" /></p>
<p style="text-align: justify;"><strong>Esenthel Engine &#8211; Destructible Objects using Nvidia PhysX</strong> by <a onclick="yt.events.stopPropagation(event);" href="http://www.youtube.com/user/Esenthel">Esenthel</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/h1_rw6A7i6U&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/h1_rw6A7i6U&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">New feature in <a href="http://www.esenthel.com/" target="_blank">Esenthel Engine</a> &#8211; destructible objects using pre-fractured mesh. Yet in beta, but looks good already.</p>
<p style="text-align: justify;"><strong>UDK Mass physics</strong> by <a id="watch-username" href="http://www.youtube.com/user/Elude87">Elude87</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/B7_rPDwSKe8&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/B7_rPDwSKe8&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">Remember Crysis <a href="http://www.youtube.com/watch?v=VaHS-y_mapQ" target="_blank">Mass Physics</a> videos ? Several users have prepared UDK based variants. This one is using 25 000 barrels stacked around a pillar 15 000 feet high.</p>
<p><span id="more-3170"></span></p>
<p style="text-align: justify;"><strong>Mass physics</strong> by <a id="watch-username" href="http://www.youtube.com/user/DMHaZz">DMHaZz</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/xYZ7C9RRzPI&amp;hl=en_US&amp;fs=1&amp;rel=0" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/xYZ7C9RRzPI&amp;hl=en_US&amp;fs=1&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">And another massive physics experiment in UDK. What to say, looks impressive <img src='http://physxinfo.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: justify;"><strong>Demolition Company &#8211; Sprengmeister</strong> by <a id="watch-username" href="http://www.youtube.com/user/huiga936">huiga936</a></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="441" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/mPLXzsVuoD0&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="441" src="http://www.youtube.com/v/mPLXzsVuoD0&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: justify;">User made video, showcasing real-time destruction physics in recently released game called &#8220;Demolition Company&#8221;.  Destruction system is using pre-fractured rigid body fragments coupled together with breakable joints.</p>
]]></content:encoded>
			<wfw:commentRss>http://physxinfo.com/news/3170/weeklytube-issue-37-physx-video-overview/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

