Bullet Physics Buoyancy Demo:
Bullet Physics Cloth Sail Demo:
Bullet Physics Buoyancy Demo:
Bullet Physics Cloth Sail Demo:
YouTube user v8matey is at it again with the Fracture Meshes and PhysX Objects in the Unreal Development Kit. This time he has done something very cool. Using fracture meshes and PhysX objects he has made PhysX Glass that can be destroyed. As you can see from the video the breaking of the PhysX glass does not look very realistic, however, it is a start and as stated “Not really happy with it, as it appears to chunky. But its a start” So hopefully we will see this improved upon in the future. Check out the video below.
Meanwhile YouTube user usingfeel has been playing around with physics based cloth in the UDK engine and has made a very cool video from a overhead perspective showing what the cloth looks like when the character runs through it. Check it out below.
Glass testing in UDK WIP_01 :
UDK-Cloth Physics:
Techgage.com has put together a nice article taking a look at the PhysX use in the recently released Mafia II. Mafia II makes extensive use of Apex PhysX and is now the new showcase for PhysX. In the article Techgage goes over the different PhysX features that have been implemented into the game and how they effect game play and bring a more realistic experience to the game. Read the rest of the article here.
From Techgage.com:
The Mafia II developers are said to have taken full advantage of NVIDIA’s Apex platform, which enables the ability to implement various PhysX modules, such as Destruction, Clothing and Turbulence, into a game rather seamlessly. I saw Apex in action this past January during CES, and I was left rather impressed (so impressed, that I really wanted to take the demo PC home with me).
In the game, there is no such thing as a “Low” PhysX setting, but rather just “Medium” and “High”. High is merely Medium, but with its particle count amped way up (from 3,000 to 10,000). Here’s a verbatim list of PhysX features:
- Physically simulated clothing for main character and additional characters
- Custom wind simulation that creates a more dynamic movement of clothing as the characters walk around and interact with the environment.
- Force fields form explosions and interact with clothing, making those explosive moments even more immersive
- Up to 3,000 unique particles on screen at any given time.
- Particle effects including dynamic collision, mass and kinetic simulation, and force fields from explosions that move and displace particles along its path.
- Destruction particle debris from cement, wood, glass, dirt, and more
- Weapon impact that creates dynamic smoke and kinetic persistent particles
- Garbage moves and exists in the world of Empire Bay and reacts to effects like force fields and character interactions
- Tire burnout while driving produces dynamic smoke and particles including fluid movement simulation and particle velocity and trajectory
- Character clothing on all character models is rendered entirely on the GPU when using a dedicated PhysX card which can be anything from a GT 240 to a GTX 480.
Read the rest of the article here.
YouTube user sir0wnsalot has made a very nice video showing off the Torque 3D PhysX demo on his system running a Hyrbid PhysX setup. Sirownsalot uses an ATI Radeon 5850 as his main graphics renderer and an Nvidia 8400GS as a dedicated PhysX card to offload the PhysX calculations. Check out the video below. For more information about the Torque 3D engine that uses the PhysX SDK to add PhysX into the development of games check out the Torque 3D website here.
YouTube user cronicash08 has rendered and uploaded a pretty cool video showing a simulation of a grenade detonating and destroying a wall. A second explosion is simulated to show off a debris shift to show that all of the debris created from the explosion reacts based upon physics.
Pretty cool stuff, I can’t wait until the day when we see stuff like this in video games. Imagine having effects and physics like this in a Battlefield style game!
check the video out below and be sure to check cronicash08′s YouTube channel here, he has some pretty cool stuff.
Zogrim over at PhysXinfo.com is at it again with another awesome PhysX comparison video and PhysX performance tweaking guide for the Mafia II demo. Using the built in benchmark in the Mafia II demo, Zogrim has made a nice PhysX on/off comparison video showing what the game looks like with PhysX enabled and PhysX disabled. As you can see from the video there is a huge difference in the way the game looks. Check out the video below. Zogrim has also stated that a Full scale APEX PhysX effects comparison video is planned for when the entire game is released. To see the PhysX comparison videos that he has done in the past be sure to check out his YouTube page here.
Zogrim has also put together a really nice PhysX performance tweaking guide for the demo showing how you can turn off certain PhysX effects to increase performance. Check it out here.
As you may notice, when APEX is set to “High” – a lot of dynamic particles (impact debris, chunks from explosions, smoke) are added, and simulated clothing for characters as well. Detailed effects description is available here.
Unfortunately, this one is not even close our usual detailed comparison videos, so – our apologies.
Full scale APEX Effects comparison is planned only after Mafia II release
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