Game Physics Archive

Official NVIDIA Mafia II Benchmark video featuring NVIDIA PhysX comparison

Official NVIDIA Mafia II Benchmark video featuring NVIDIA PhysX comparison

Nvidia has uploaded a nice PhysX comparison video from the Mafia II demo benchmark showing what the game looks like with PhysX enabled and disabled. Check it out below.

From the NVIDIA YouTube channel:

Mafia II by 2K Games is the epic saga in which you can experience immersive, realistic environments, courtesy of NVIDIA PhysX technology. Explosions are more dramatic, debris is persistent within the game, and clothing moves naturally and reacts to environmental effects. Check out how your game experience is greatly improved with PhysX and how NVIDIA GeForce owners have the best platform for experiencing this Mobster mayhem on the PC.

Bullet Physics Cloth Sail and Buoyancy Demo

Bullet Physics Cloth Sail and Buoyancy Demo
This is pretty cool. While I was browsing the demo section of the Bullet Physics forums I came across this little project somebody is working on. It shows a boat that is physically simulated to react when waves hit it. The waves are not physics based water, just the boat’s buoyancy and the way it reacts to the water.  In another video the author added a physics based cloth sail to the boat making it look more realistic. Check out the video’s below. I can’t wait until we start to see stuff like this implemented into games on a larger scale.

Bullet Physics Buoyancy Demo:

Bullet Physics Cloth Sail Demo:

UDK Cloth Physics and PhysX based Destructible Glass Video’s

UDK Cloth Physics and PhysX based Destructible Glass Video’s

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:

Taking a Look at Mafia II and its PhysX Use

Taking a Look at Mafia II and its PhysX Use

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.

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