GamePhys

The Video Game Physics Blog

Diablo III Uses Custom in-house Physics Engine

I was a huge Diablo II player back in the day and probably wasted a good year of my life playing it non-stop. Since I have been busy with the working world and various other things, I have not had the time to follow Diablo III and the beta as much as I would like. One thing that just got my attention was that Diablo III will be making extensive use of physics in the game. Diablo III will be using a custom in-house game engine that was originally going to use Havok Physics for the game physics but this was later dropped for a custom solution. According to the diablowiki “One of the features of the engine is that players are able to utilize the environment to help in their quest. For example, huge walls can be reduced to rubble to squash monsters.” the physics engine also features some really impressive cloth, ragdoll, and destruction physics that you can see in the video i embedded below. I can’t find any official mention of this but it appears that the Diablo III community refers to the physics as Moon Physics. There is also an entire page here from diablowiki.net.

The video below from YouTube user Pyloneer is 13 minutes long and shows off some great gameplay with all of the physics effects in the game, check it out.

Diablo III – 13 minutes of gameplay (Game Physics)

Borderlands 2 GPU PhysX Tech Demo

Sorry for the lack of updates here on GamePhys, I have been busy with work along with studying for my CCNA and VCP5, I also turned my dedicated PhysX test system into a temporary ESXi host for my vSphere lab. But don’t worry, I will have some Hybrid PhysX reviews/guides up soon! Today I wanted to post about the Borderlands 2 GPU PhysX/GTX 680 tech demo that was shown at one of the recent Nvidia GeForce GTX Meet-Up events in San Francisco on March 28. In this video from NVIDIA for the GTX 680 launch event, it was announced by Gearbox founder and CEO Randy Pitchford, that Borderlands 2 will make extensive use of GPU PhysX with everything from particle physics, water physics, cloth physics, destruction and more! The video shows each of these GPU PhysX effects in detail and it looks really impressive. Definitely going to keep an eye on Borderlands 2 and its PhysX. Check it out below. I also embedded 13 Minutes of Borderlands 2 Gameplay presented by Gearbox Software from PAX East 2012.

Borderlands 2 NVIDIA GTX 680 Tech Demo (CAM)

PAX 2012: 13 Minutes Borderlands 2 Gameplay presented by Gearbox Software

Kinect Real-Time Movement with PhysX

Now this is pretty cool and something I hope to see more of in the future. Rozengain has made a short demo using Ogre 3D with PhysX being controlled by the Xbox Kinect. Check it out below.

Old video showing Kinect, Ogre & PhysX. Real time movement & PhysX. I used this for my gotoAndSki(), FFK11 and FITC Toronto presentations.

Source [Rozengain's YouTube Channel]

EVE Online: PhysX & DirectX 11 Tessellation Effects Demonstrated

At this years EVE Online Fanfest, Tony Tamasi, NVIDIA’s Senior Vice President of Content & Technology showed off a very cool tech demo during the keynote showing DX11 Tessellation of the EVE Online ships and also upcoming PhysX integration into the game. Tony showed off space-based hardware-accelerated PhysX effects where hundreds of hardware-accelerated asteroids crashed into the Revenant’s shielded hull and themselves and then broke apart and fractured against the ship or each other. Very cool stuff. Check out the video below and read the rest of the GeForce article here.

From EVE Online: PhysX & DirectX 11 Tessellation Effects Demonstrated:

During this year’s keynote, Tony Tamasi, NVIDIA’s Senior Vice President of Content & Technology, took to the stage of one of Europe’s largest opera houses to reveal a special EVE Online tech demo. Developed by NVIDIA’s Iain Cantlay, in partnership with EVE Online creator CCP, the demo opened with a close-up of Sansha Nation’s recognizable Revenant Mothership.

Switching back to the Sansha Revenant, Tony showed another addition: space-based hardware-accelerated PhysX effects. Powered by the CUDA Cores present on all NVIDIA graphics cards released in the last five years, PhysX provides accurate, realistic interactions between objects. Already used in the Captain’s Quarters for avatar cloth and hair movement, Tony’s demo showed hundreds of hardware-accelerated asteroids crashing into the Revenant’s shielded hull and themselves.

To date, ships have merely bounced off EVE Online’s asteroids without actually colliding, but with PhysX, new, more realistic gameplay mechanics become possible, aping famous scenes from science fiction TV shows and movies. As the demo progressed, the PhysX-powered asteroids struck the ship’s shield, bouncing away realistically, pieces and particles breaking free using NVIDIA’s dynamic Fracture technology, only to hit further asteroids before bouncing again, once more with chunks breaking away on separate trajectories. Adding to the excitement, CCP’s Halldor revealed that the new additions look “incredible” in 3D Vision thanks to the geometric detail created by tessellation, which allows our stereoscopic 3D technology to better layer the asteroids and other scene elements.

This video demonstrates DirectX 11 Tessellation and PhysX fragmentation technologies from Nvidia using art assets from EVE Online. The technology preview was produced as a collaboration between CCP Games and Nvidia and was premiered during the EVE Online Fanfest 2012.

Source [Geforce.com]

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