Category:APEX
From PhysX Wiki
NVIDIA APEX is multi-platform, high-level, scalable dynamic framework build around PhysX SDK physics engine.
By providing set of authoring tools, special pipelines and optimizations, APEX allows developers to create complex physically simulated systems (like fully simulated clothing), without necessity to relay on low-level API or write all underlaying toolset by themselves.
In genereal, APEX consists of two major components:
- Authoring component, that provides artist-oriented authoring of dynamic systems through DCC plug-ins (for Max/Maya), standalone tools (PhysXLab), or game engine plug-ins.
- Runtime component, which includes a modular SDK that supports all APEX modules and provides a render interface to allow minimal integration into game engines.
Similar types of physical objects (particles, destructibles, cloth and clothing, etc) are organized into several software packages, that are responsible for both specific authoring pipeline and runtime calculations - APEX Modules:
- APEX Clothing
- APEX Destruction
- APEX Particles
- APEX Turbulence
- APEX Vegetation (development suspended)
Several tools and application are providing authoring capabilities for variuos APEX modules:
APEX availability
APEX can be integrated and distributed within games/engines free of charge.
APEX SDK - End User License Agreement
Latest public release - APEX SDK 1.1 Beta - is including APEX Clothing 1.1 and APEX Destruction 1.1 modules.
Also, APEX is integrated into several popular game engines, like Unreal Engine 3/Unreal Development Kit from Epic Games, Carbon from CCP Games, Hero Engine from Simutronics, etc
External Links
| ||||||||
Pages in category "APEX"
The following 7 pages are in this category, out of 7 total.
A |
A cont. |
P |
