APEX Particles

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APEX Particles
x
Latest version(s): 1.0
Authoring application(s): PhysXLab, Authoring .dll
Capabilities: Particle simulation, Force fields
GPU acceleration: Particles
Official page

APEX Particles (APEX P) is a toolset, that can be used by developers to create various types of dynamic particle effects - from simple debris to smoke and fluids. Particles module is a part of the NVIDIA APEX Framework.

APEX Particles is available for PC + CPU, PC + NVIDIA GPU, Xbox 360 and PS3 platforms.

Particles 1.0 module was released for public as part of APEX 1.0 Beta, and now can be used in any game/engine, free of charge.

Contents

Overview

APEX Particles pipeline
APEX Particles pipeline

Distinctive feature of APEX Particles module are fully physically simulated particle systems - they collide with static environments, interact with dynamic objects like rigid bodies or character controller, and can be afected by various forces like wind or explosions.

Particle pipeline in APEX P module is designed to produce a wide range of scalable effects - each stage of the pipeline is an APEX actor derived from an APEX asset whose parameters are authored. Pipeline consists of a particle emitter (Emitter), an Instanced Object Simulation (IOS) that computes the physical movement and life remaining of each particle, and an Instanced Object Effects (IOFX) actor that determines how the particles are rendered.

Multiple emitter actors (same of different types) can be added to a game level. Emitter actors can reference any number of IOS or IOFX actors. The IOS and IOFX actors are created automatically by APEX.

APEX Particles module includes three types of emitter actors:

Presently two IOS actors have been implemented:

The IOFx actor provides the ability to control the parameters that determine if the particles should be drawn as meshes or as sprites. It also support two types of modifers - Spawn (characteristics of the particles are set when they are emitted) and Continuous (particles are updated over time).

An addition, APEX Particles include several force-field based sub-modules, to simulate various types of forces that can affect particles or other APEX modules.

Authoring component

APEX Particles - Authoring in PhysXLab
APEX Particles - authoring in PhysXLab

PhysXLab contains a simple particle editor and previewer for authoring of APEX Particles assets. As an alternative, Particle Authoring DLL is also provided, which is more functional and can be integrated into any game engine.

Runtime component

APEX Particles runtime is providing features to improve performance: double buffering (rendering the current frame while we are simulating the next), CUDA interop for GPU simulation, Render Volumes to manage render resources are and LOD system.

Games and game engine integrations

APEX Particles module was used in following games:

Impact debris effects with different behaviour and various particles types (glass, concrete, dirt, grass, paper, etc). SPH-smoke simulation for burnout car tires. Intensive usage of explosion and shockwave force fields.
APEX PhysX in Mafia II: Particles
Impact debris and chunks from explosions. Physically simulated weapon effects (sparks, particles,etc). Part of GPU PhysX effects.
GPU PhysX in Dark Void - APEX Particles module usage.
Impact debris and weapons effects. Environmental effects - smoke, fog, leafs and ash. Extensive use of force fields for wind and explosions. Amost all GPU PhysX content in this game were based on APEX Particles module.
GPU PhysX in Darkest of Days
Various effects for spells (physical particles and force fields). Wind and leaf emitters. Up to 20 000 particles on the scene. GPU PhysX effect for PC version of the game.
GPU PhysX in Sacred 2 and GPU PhysX in Sacred 2: Ice & Blood - Particle effects demonstrations.


APEX Particles module is integrated into following engines:

Gallery

Other notes

See also

External links

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