Mirror's Edge
From PhysX Wiki
| Mirror's Edge | |
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| GPU PhysX Profile | |
| Hardware acceleration | GPU / PPU |
| Developer(s): | DICE |
| Publisher(s): | Electronic Arts |
| Platform(s): | PC, Xbox 360, PS3 |
| Release date(s): | US - Jan. 13 2009 EU - Jan. 16 2009 |
| Engine: | Unreal Engine 3 |
| Genre: | Action-adventure |
| Mode: | Single-player |
| Rating: | ESRB: T PEGI: 16+ |
| Official website | |
Mirror's Edge is a action-adventure video game developed by DICE and published by Electronic Arts. Game was released for the PS3 and Xbox 360 in November 2008. Windows version arrives two months later (on January 13 2009), and featured GPU PhysX support.
Mirror's Edge follow the style of a three-dimensional platform game - player guides main character, Faith, through urban environment, avoiding obstacles and hostile characters using movements inspired by free running and parkour.
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As many other Unreal Engine 3 based games, Mirror's Edge relies on PhysX SDK to handle rigid body physics and ragdolls (on CPU), however, it was the first AAA title featuring full-scale GPU accelerated physics implementation.
Switchable GPU PhysX effects includes various cloth objects (tearable banners, flags, curtains - affected by force fields) and particle effects (widely used for glass shards, impact debris and smoke simulation). For more details please refer to PhysX comparison video. Appropriate Nvidia GPU (single ~ GTX 260, dedicated ~ 9600 GT) is required to achieve decent framerate in Mirror's Edge with GPU PhysX content enabled.
Integration and authoring of GPU accelerated physics effects took around 5 weeks. Around 150 new physics effects were added.[1]. Most GPU PhysX assets were lighted individually in separate lighting channels, since static lightmaps were already baked. APEX Framework was not used, since even alpha code was not finalized at the time.
Detalization of cloth objects was around 1000-1500 cloth vertices per mesh, skeletal meshes were created and Max and Maya and then edited in Unreal AnimSet Editor. Force fields were used to achieve proper cloth tearing from gunfire.
Unreal Cascade editor was used for particles authoring.
Gallery
References
- ↑ NVIDIA APEX: From Mirror’s Edge to Pervasive Cinematic Destruction to Real-Time Fluid Simulation. GDC 2009
External links
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