NVIDIA Developer Zone

APEX FAQ

Question: Answer:
What is APEX?

APEX is a multi-platform, scalable dynamics framework. Rather than providing a low-level API that requires a physics programmer, APEX creates an environment where artists can create complex, high-level, dynamic systems without any programming. APEX is completely artist focused by providing the artist with familiar and easy to use authoring tools and therefore ensures fast turnaround times for creating highly dynamic and interactive assets.

APEX comprises a suite of authoring tools and a runtime SDK. APEX leverages PhysX for its underlying simulations. The modular architecture of APEX provides complete scalable turnkey solutions from authoring tools to a rendering interface.

APEX is already integrated into UE3/UDK and can be easily integrated into other game engines.

What’s the difference between APEX and PhysX? PhysX is a middleware physics SDK that provides simulation of rigid bodies, particles and deformables (cloth and soft-bodies). APEX comprises a suite of authoring tools and a runtime SDK that enables artists to quickly create features like destructible environments and clothing on characters. APEX leverages PhysX for its underlying simulation. While the PhysX API provides a low level interface that allows the developer to create arbitrary PhysX scenarios the modular architecture of APEX provides complete scalable turnkey solutions from authoring tools to a rendering interface.

What platforms does APEX support?

APEX supports Xbox 360, PS3, and Windows PC (with or without GPU acceleration).

Where can I find authoring tutorials for APEX?

Several tutorials for clothing and destruction are available at our NVIDIA APEX Tutorial Devzone.

Where can I find documentation on using APEX?

APEX documentation is available as part of the APEX 1.1 public beta. Please register at the NVIDIA PhysX Developers Website to get access.

What games are using APEX?

 

APEX has been used in many games, e.g. Mafia2, Batman Arkham Asylum, Sacred 2 and Darkest of Days. See also the NVIDIA APEX webpage for game and demo videos.

APEX is integrated in the UE3/UDK March 2011 QA and the Samaritan Demo from EPIC was using APEX Clothing.

How long has APEX been available?

APEX has been available to selected partners since Q3 2008.

What APEX modules are available?

APEX 1.1 includes Destruction and Clothing and is currently in public beta. You can access APEX 1.1 and the APEX Destruction/Clothing tools by registering at the NVIDIA PhysX Developers Website.

APEX 1.2 will include Turbulence and APEX 1.2 will include APEX Destruction with GPU Rigid Bodies. If you are interested in Turbulence or Destruction with GPU rigid bodies, please email us at apex-beta@nvidia.com.

How does APEX integrate into game engines?

APEX uses a modular architecture build around a framework that provides common interfaces, which must be hooked up to the game engine. For example the Render Resource API is used to output graphics data from all modules to the game’s rendering engine in a consistent format. The APEX documentation provides detailed information on how APEX can be integrated.

How long does it take to integrate APEX in a game engine?

It depends. It is possible to get basic functionality up and running in a few days, thanks to the common interfaces provided by the APEX framework. APEX is tool driven, so there are very few per-module (feature specific) interfaces.

Does APEX supply its own renderer?

APEX does not provide a renderer, but instead provides a fast and flexible interface to hook into any renderer. APEX manages its own render data buffers, and supplies them to the application through user-implemented interface. In this way, the data can be sent directly to the application’s renderer, providing a fast path for rendering. This becomes important when rendering the objects in a large-scale simulation.

Since APEX Destruction and Clothing is already integrated into UE3/UDK (March 2011 QA) you will just need to download the APEX tools and tutorials. More information about APEX can be found at Epic Games UDN APEX Overview

What APEX tools are provided?

The APEX Destruction authoring tool is PhysXLab, which is a standalone tool.

For APEX Clothing authoring we provide a DCC clothing plugin for 3dsMax and Maya (2009,2010,2011,2012).

Is it possible to write my own APEX tools, or integrate authoring functionality into existing tools?

We provide authoring API’s so it is very easy to integrate authoring into your own tools.

What is the development environment for APEX?

The APEX SDK requires Visual Studio® 2008 (VC9). It requires the PhysX® SDK 2.8.4.5 (or higher) Core Installer, Microsoft DirectX SDK November 2008 or later, NVIDIA driver release 260 or later and the graphics renderer must support at least OpenGL version 1.5 to run the APEX samples in OpenGL mode.

For consoles, APEX requires the PS3 SDK version 350 and for XBOX 360 the XDK version 20209.4.

What are the system requirements for running APEX on PC?

APEX requires PC running Windows XP or higher. APEX can run on PCs with and without GPU acceleration. GPU acceleration is available on all CUDA-capable NVIDIA GPUs.

How can I try APEX?

APEX is currently in public beta. You can access APEX 1.0 and the APEX Destruction/Clothing tools by registering at the NVIDIA PhysX Developers Website.

Is it possible to sign up for early access to new modules?

APEX 1.2 will include Turbulence. If you are interested in Turbulence or Destruction with GPU rigid bodies, please email us at apex-beta@nvidia.com.

What are the license terms for using APEX?

APEX is royalty free to incorporate and distribute within products.