Bullet Physics Buoyancy Demo:
Bullet Physics Cloth Sail Demo:
Bullet Physics Buoyancy Demo:
Bullet Physics Cloth Sail Demo:
THINQ had a very interesting talk with AMD’s senior manager of developer relations, Richard Huddy. Richard says that developers are implementing PhysX into their games simply for the cash, Richard explains,“They’re not doing it because they want it; they’re doing it because they’re paid to do it”. Richard also states that he is very confident about “AMD’s open approach to GPU-accelerated physics as an alternative, and thinks that it will eventually force PhysX to join GLide and A3D in the proprietary API museum”.
This is very interesting news and good for games and physics development. Here at GamePhys we don’t really care which video game physics engine eventually becomes standard in video games and video game development. Physics is no doubt the next big thing in gaming and will really change the way we play games, whether it is PhysX, Havok, or AMD’s upcoming solution we are just exciting that this battle is really heating up and hope to see more cool video game physics developments in the near future.
From THINQ:
Speaking to THINQ, AMD’s senior manager of developer relations, Richard Huddy, said: “What I’ve seen with physics, or PhysX rather, is that Nvidia create a marketing deal with a title, and then as part of that marketing deal, they have the right to go in and implement PhysX in the game.”
“They’re not doing it because they want it; they’re doing it because they’re paid to do it. So we have a rather artificial situation at the moment where you see PhysX in games, but it isn’t because the game developer wants it in there.”
In fact, Huddy reckons that no developers outside Epic genuinely wanted to implement GPU-accelerated PhysX in their game. “I’m not aware of any GPU-accelerated PhysX code which is there because the games developer wanted it with the exception of the Unreal stuff,” he says. “I don’t know of any games company that’s actually said ‘you know what, I really want GPU-accelerated PhysX, I’d like to tie myself to Nvidia and that sounds like a great plan.’”
Read the rest of the article here at THINQ.
Free Falling Blocks AKA Physics Based Tetris is a really interesting idea to change a game we have been playing for years. In Free Falling Blocks the Tetris blocks fall down based upon physics and then react to the bottom and the other blocks based upon physics, which is being powered by Bullet Physics. The creator of this has uploaded a video to YouTube showing this in action. There is also a video on YouTube of a PhysX powered Tetris like game which looks like it is being developed for the iPhone. Pretty interesting stuff, check out the videos below.
From YouTube:
A demo of a physics based falling blocks game I’m developing. It looks better then in the video, and the win message at the end is off because I forgot to turn off lighting for that bit. Also the audio loses syne… but the game has impact sounds like at the beginning. The game was over 22minutes so I had to cut it down some. I will upload better videos once I make more significant changes. I have lots of enhancements still in store for this.
The pieces are manipulated by applying left/right and rotational forces. At each level the blocks gain more and more mass, thus making those forces have less effect. There is also a super gravity button that makes it fall faster which doesn’t change as the mass increases because that’s how gravity works. Because of the on restrained nature of the pieces, it’s easily possible to get them stuck in a bad position, they won’t lock in like that, and you can press r to teleport them back to the starting point (with a 100 point deduction for teleportation costs.) For most of the game I was using the super gravity and the quick lock. Without the quicklock (w) the piece will need to settle for a couple seconds before locking. In both cases it needs to be aligned closely to the grid in order to lock, you can notice a few times where the piece flashes, that’s because I tried to lock when it wasn’t lined up.
www.freefallingblocks.com will be updated as I progress.
3D Physics Tetris (demo):
Video Game Physics is changing the way we play games and some people say it will be what brings video games to the next level. Developers are hard at work making new video games that implement PhysX, Havok, Bullet and other Video Game Physics technologies into games and change the way we play forever. We have seen realistic physics in video games for some time now in the form of Ragdoll physics and more heavy implementation in games like Half-Life 2 and Crysis that any video gamer player is familiar with. However we have yet to see video game physics technologies such as PhysX and Havok destruction be implemented into games on full scale and bring about 100% destructible environments where the physics are calculated in real time that will bring about new game types and change the we play play games forever.
Below we have posted some demo videos that show what technology such as PhysX and Havok are capable of, it is only a matter of time before we see this implemented and bring gaming to the next level. You may have seen some of these video before but even then they are worth the watch again.
PhysX Destruction Demo from GPU Technology Conference (GTC) Keynote
PhysX APEX Destruction Test Level showing APEX destruction in UE3
Havok Destruction: destructible bridge demo
Havok Destruction: farmhouse demo
Havok Destruction from GDC 2008
HUGE ASS BRIDGE DESTRUCTION!!!! RED FACTION: GUERILLA
Red Faction Guerilla: Structural Damage Demonstration
Unreal Development Kit Fracture Test – UDK
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