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Archive for October, 2010

Ageia PhysX Cards: are they still worth it ?

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Marvelous informational video was uploaded today by our regular reader – Andrew Elliott (also known as elliottad or MohawkADE). It is related to overview of Ageia PPU card history and it’s place in current hardware accelerated PhysX infrastructure.

Also, you can find full transcript at our forums.

Related materials:

If you own an Ageia PhysX card, planning to buy one, or just interested in PhysX lifecycle – this video is worth watching without doubt :)

Written by Zogrim

October 22nd, 2010 at 9:32 am

Posted in PhysX Hardware

Tagged with ,

OpenCarmageddon 1.0 Beta released

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If you’re watching over Carmageddon remake, powered by XNA and PhysX.NET wrapper, we’ve got a surprise for you – first public beta version of OpenC1 project (that’s how it is called now, due to copyright issues) was released today.

Update: v1.1 available, should fix some of the crashes.

Update #2: version 1.3.1 available

OpenCarmageddon 1.0 Beta

Basically, OpenC1 is a accurate remake of classic Carmageddon by Stainless Software (original data files are used, but underlaying code is completely new). Currently, all basic systems (car physics, opponents  AI, carcase deformation, pedestrians, sound, user interface, race logic, etc) are already implemented.

Installation instructions:

- Install XNA Framework 3.0

- Install latest PhysX System Software.

- Download OpenC1 v1.1 Beta from original post. Extract the OpenC1 files, check out the readme.txt, then run OpenCarmageddon.exe.

Remember that this is still early beta, and stable work is not garanteed. Please report found bugs and errors here.

Written by Zogrim

October 16th, 2010 at 3:41 pm

Posted in PhysX Games

Tagged with , ,

How to achieve quality simulation with PhysX plug-in for 3ds Max

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Those of you who are familiar with PhysX plug-in for 3ds Max (for example, recently released 2.40 version) may already notice that by default simulation is not going as smooth as you can expect – rigid body objects are often interpenetrating each other, jittering and jiggling (especially when stacked) , and so on – making it hardly suitable for some scenes.

UPDATE: Not valid for 2.60 PhysX plug-ins and above

So, we’ve contacted Gavin Kistner, Product Designer for PhysX Max and Maya plug-ins at NVIDIA, and he gave us several tips, using those you can deal with simulation stability problems in most of the cases:

TIP I – Increase Frame Rate

If rigid bodies are showing inaccurate behaviour, this is indicating that physics engine is just not performing enough simulation substeps between frames. To fix that (as separate substeps control is yet not availalbe in public versions of PhysX plug-in) you can simply increase Frame Rate before previewing or baking the simulation (and than revert it back to normal during composing, for example).

3ds Max PhysX plug-in framerate

To illustrate this tip, let’s set up a simple scene – several rigid body planks falling one at each other, trying to form a stack.

3ds Max PhysX plug-in low quality

With default Frame Rate – 30 fps (shown above), simulation is just messed up. At certain frame planks are stuck together, solver is trying to resolve inter-collisions and repels planks – stack collapses.

Read the rest of this entry »

Written by Zogrim

October 1st, 2010 at 10:02 pm

Posted in PhysX Tools

Tagged with , ,

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