APEX Particles enables artists to easily provide a much more immersive environment by using physical particles which can interact with wind and explosion force fields and therefore provide a much more realistic interaction. APEX Particles is truly cross platform. You can author content once and later easily scale it up or down, based on the underlying hardware platform’s compute performance.
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Key features of APEX Particles include:
- Artist-focused tool to ensure turnkey solutions
- Particle Authoring DLL which can be easily integrated into game editors.
- Physical particles which remain on the ground and can interact with force fields, ragdolls and rigid bodies.
- Support for mesh and sprite particles
- Cross-platform support (PC, PC+GPU, PS3, and Xbox 360)
- Ease of scalability for all supported gaming platforms
- Level of Detail control - the amount of persistent particles can be scaled up or down fairly easily to accommodate the capabilities of different hardware platforms
PhysXLab also contains a simple particle editor. However, we also provide a Particle Authoring DLL which provides more functionality and can be integrated into any game engine. This ensures that artist can easily generate physical particle using a familiar content authoring tool. In the example below you can see how the Particle Authoring DLL was integrated into the UE3 editor.
APEX Particles Game/Demo Examples
Mafia 2
Physical particles were used in Mafia 2 to provide a more realistic environment with particle debris moving based on force fields and properly interacting with the ground. Due to the longer particle life time the real extend of destruction is much more visible.
Terminator Time Demo
Physical Particles were used extensively in this demo. The smoke for example is interactive and moves based on explosion force fields or when an object moves through it. The same applies to the weapon debris and the plasma. With just a couple of particle effects the static environment was changed to a fully dynamic one.
Darkest of Days
Physical particles are used extensively for environmental effects (ground fog, smoke, ash, leaves, weapon debris). All the particle effects interact with wind and objects and therefore provide more realism.
Sacred 2: Fallen Angel (Ascaron)
All the spell effects make use of APEX Particles, which causes the physical particles to swirl around and interact properly with the environment.







Registered Developers Website
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