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View Full Version : GDC 2012: dynamic, not pre-fractured PhysX destruction in real time


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03-09-12, 05:00 PM
More detailed videos of new experimental destruction engine with support for real-time fracturing, already previewed in previous demonstration (http://physxinfo.com/news/7748/gdc-2012-new-physx-and-apex-technology-revealed/), are now available.



In this video we show our new destruction prototype. Here, piec fractures pieces on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location.

To simulate the massive amount of rigid bodies we use GRBs ?? GPU accelerated rigid boides.



Destruction algorithm also works well for objects with concave geometry.



In this video we show our new destruction prototype. Here, objects are fractured on the fly. There is no limit of how many times pieces can be fractured. Also, the fracture pattern depends on the impact location. The original objects as well as the pieces are allowed to be non-convex which is an additional challenge.

To simulate the massive amount of rigid bodies we use GRBs ?? GPU accelerated rigid boides. The scene runs above 40 fps until the end including rendering on an nvidia GeForce GTX 480.



More... (http://physxinfo.com/news/7783/gdc-2012-dynamic-not-pre-fractured-physx-destruction-in-real-time/)