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Archive for March, 2017

NvCloth source code is available as well

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Alongside with Blast 1.0 release, NVIDIA has revealed NvCloth – a new cloth simulation solution, that is intended to replace the APEX Clothing module.

NvCloth features fast and robust cloth simulation, offers efficient collision detection suitable for animated characters and provides low level interface with little overhead and easy integration.

Simulation can be executed on CPU, or CUDA/DX11 capable GPUs.

NvCloth 1.0 source code branch can be accessed at

Please Note that you’ll require an approved GitHub account, as described here.

Written by Zogrim

March 11th, 2017 at 11:10 pm

Posted in GameWorks

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NVIDIA Blast source code released

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Fulls source code of NVIDIA Blast, new destruction simulation module, is now available on GitHub.

Redesigned from the ground up, Blast is a replacement for the APEX Destruction module, focused on providing better performance, scalability and flexibility. While featuring default PhysX SDK integration, Blast can be used with any physics simulation solution.

More info on NVIDIA Blast 1.0 release is available here.

Blast 1.0 source code branch can be accessed at

Please Note that you’ll require an approved GitHub account, as described here.

Written by Zogrim

March 10th, 2017 at 7:32 pm

Posted in GameWorks

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Ghost Recon: Wildlands will be the first game to support NVIDIA Turf Effects

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According to this video from latest NVIDIA press event, a new grass simulation technology called NVIDIA Turf Effects will make it first appearence in the Ghost Recon: Wildlands title from Ubisoft.

This video segment is narrated as follows:

When heading into open space, the Ghosts will find themselves surrounded by realistic grass plains, featuring improved physics interations with the help of the Turf tech

As mentioned in the previous announcement, Turf Effects module will feature DX12 implementation and most likely won’t be exclusive for NVIDIA GPUs.

Written by Zogrim

March 1st, 2017 at 11:05 pm

Posted in GameWorks, PhysX Games

Tagged with ,

NVIDIA FLEX SDK 1.1 is available for download

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NVIDIA has revealed latest version of the unified simulation solver – FLEX.

Update: official announcement from NVIDIA

Update #2: FleX 1.2.0 is available

Major feature of this release is the introduction of DX11/DX12 support, in addition to default CUDA implementation, so FLEX solver will run across all compatible graphics cards including AMD and Intel ones.

NVIDIA FLEX SDK 1.1.0: Release Notes

  • New API style, for consistency with other products the API has now an NvFlex prefix and follows a naming convention similar to PhysX
  • Add support for DirectX, in addition to CUDA there is now a cross-platform DirectX 11 and 12 version of the Flex libraries that Windows applications can link against
  • Add support for max acceleration clamping, see NvFlexParams::maxAcceleration, can be useful to reduce popping with fast moving kinematic shapes and large interpenetration
  • Add support to querying compute device, see NvFlexGetDeviceName()
  • Add support for flushing compute queue, see NvFlexFlush()
  • Add support for multiple library instances, NvFlexInit() now returns a library which is bound to a single compute device
  • Add support for local space particle simulation, see NvFlexExtMovingFrameInit() and two new local space fluid and cloth demos
  • Add support for CUDA 8.0.44
  • Read the rest of this entry »

Written by Zogrim

March 1st, 2017 at 8:28 pm

Posted in GameWorks

Tagged with ,

GDC 2017: NVIDIA Gameworks goes DX12 and more !

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Quite an interesting beginning of GDC 2017NVIDIA has not only presented their newest flagship GPU, GeForce GTX 1080 Ti, but also announced several additions to the GameWorks libraries.

Let’s take a closer look.

FleX & Flow

NVIDIA FleX, unified particle-based solver, and NVIDIA Flow, an engine for simulation of smoke and fire, now both feature hardware agnostic DX12 implementation !

This is exciting news not only for gamers, but also for 3d party companies, already utilizing FleX in their products, such as Lucid Physics from Ephere.

Read the rest of this entry »

Written by Zogrim

March 1st, 2017 at 10:04 am

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