GamePhys

The Video Game Physics Blog

Crytek GDC 2010 Physics Demonstration

Game Videos has posted a short however very cool video from GDC 2010 of cam footage showing off a Physics demonstration of their new physics engine being implemented into the new Cryengine 3 that will be powering Crysis 2, check it out below. This is pretty exciting stuff and we are keeping an eye on Crysis 2 and Cryengine 3 since it was reported that Cryengine 3 will be using an in-house custom made physics engine and will not be using any middle-ware such as Havok Physics or PhysX for the game physics. According to the Cryengine developers this will “allow the destruction of almost any object (trees, vehicles or buildings)”

For more info on the new Cryengine 3 Physics engine being used check out Cryengine 3 to Use in-house Physics Engine, No Havok Physics or PhysX Middleware.

Crytek GDC 2010 Physics Demonstration:


Battlefield: Bad Company 2 Gameplay Physics and Destruction Video

YouTube user and Battlefield: Bad Company 2 player, zappload has made a really nice video showing off the physics and destruction in Battlefield: Bad Company 2. In this video zappload goes around shooting things and blowing them up to show the awesome physics and destruction that the games features. If you are not familiar with BFBC2, The game uses the Frostbite Engine and pretty much everything on the battlefield can be destroyed, trees fall down, houses collapse, concrete walls get blown away creating paths not there before, craters are left in the ground, giant holes get blown in the side of the house, at the end of a match there is not much left to hide behind the the entire battlefield looks different like a giant battle did take place.

Be sure to check out our previous postings about the physics and destruction in Battlefield Bad Company 2:

Entire Buildings Collapse in Battlefield Bad Company 2 With Destruction 2.0

The Physics and Destruction of Battlefield Bad Company 2

Battlefield Bad Company 2 Demolition Physics and Destruction DX11 Video


Geforce GTX 480 Running Nvidia PhysX Supersonic Rocket Sled Demo [VIDEO]

PC Games Hardware has uploaded a cool new video of the Nvidia PhysX Supersonic Rocket Sled Demo running on the new Geforce GTX 480. This video which is similar to the other PhysX Rocket Sled demo videos we have seen before shows off a really interesting feature, you can actually place objects on the tracks and in the path of the sled and watch what happens when the PhysX sled impacts it, from there you can then pause it right after it happens and take a look at all the PhysX objects as they are flying through the air in all directions based upon physics powered by PhysX.

Definitely cool stuff, we also embedded the Official NVIDIA PhysX Rocket Sled Demo Trailer Video below in case you are not familiar with this upcoming PhysX demo from NVIDIA.

If you want to learn more about the making of the demo check out “An In-Depth Look at the PhysX Supersonic Sled Demo” we recently posted about. Also check out the other videos we have posted about that show different angles and info about the demo:

PhysX Rocket Sled Demo Showcased On NVIDIA GF100 Fermi Video Card Triple SLI Setup [VIDEOS]
GF100 Fermi Techdemo PhysX Supersonic Sled HD-720p-Video
PhysX Supersonic Sled Demo Shows Off PhysX Based Bridge Destruction

Geforce GTX 480 running Supersonic Sled 2:

NVIDIAs Rocket Sled Demo: DirectX 11, CUDA, Physics, Fluids and More:


PC Games Hardware Exclusive tech interview on Metro 2033, Asks lots of questions about Physics and PhysX

PC Games Hardware has done a really nice and in-depth interview about the technology being used in Metro 2033 with Metro 2033 Producer Oles Shishkovstov. The interview goes really in-depth on pretty much every technical aspect of the game from from the game engine being used,DX11, Multi-CPU support and the Physics/PhysX being implemented in the game along with the different features being implemented into the console and PC version of the game. Read the entire article at PC Games Hardware here. We have been pretty excited about Metro 2033 and any news related to it since when released it is supposed to be a PhysX and graphics showcase for NVIDIA.

be sure to check out the previous posts we have made about Metro 2033:

Post Apocalyptic Shooter Metro 2033 to feature Advanced PhysX effects
Metro 2033 Technical Q&A Covers The PhysX Being Implemented In The Game
New PhysX Powered Metro 2033 Screenshots Released
New PhysX Powered Metro 2033 Story Trailer

From the PC Games Hardware Metro 2033 technology interview:

PCGH: It could be read that your game offers an advanced physics simulation as well as a support for Nvidia’s PhysX (GPU calculated physics) can you tell us more details here?

Does regular by CPU calculated physics affect visuals only or is it used for gameplay terms like enemies getting hit by shattered bits of blown-away walls and the like?

Oles Shishkovstov: Yes, the physics is tightly integrated into game-play. And your example applies as well.

PCGH: Besides PhysX support why did you decide to use Nvidia’s physics middleware instead of other physics libraries like Havok or ODE? What makes Nvidia’s SDK so suitable for your title?

Oles Shishkovstov: We’ve chosen the SDK back when it was Novodex SDK (that’s even before they became AGEIA). It was high performance and feature reach solution. Some of the reasons why we did this – they had a complete and customizable content pipeline back then, and it was important when you are writing a new engine by a relatively small team.

PCGH: What are the visual differences between physics calculated by CPU and GPU (via PhysX, OpenCL or even DX Compute)? Are there any features that players without an Nvidia card will miss? What technical features cannot be realized with the CPU as “physics calculator”?

Oles Shishkovstov: There are no visible differences as they both operate on ordinary IEEE floating point. The GPU only allows more compute heavy stuff to be simulated because they are an order of magnitude faster in data-parallel algorithms. As for Metro2033 – the game always calculates rigid-body physics on CPU, but cloth physics, soft-body physics, fluid physics and particle physics on whatever the users have (multiple CPU cores or GPU). Users will be able to enable more compute-intensive stuff via in-game option regardless of what hardware they have.

Read the rest of the article at PC Games Hardware here.

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