by Jiayuan Zhu, posted Dec 04 2014

At the “NVIDIA Game Festival (NGF)” held in Shanghai, China, we presented several games utilizing NVIDIA GameWorks technology, including the upcoming Kung Fu game ”King of Wushu”. The game is build on CryEngine and makes use of NVIDIA HairWorks and PhysX Clothing for a more realistic look and feel.    NVIDIA HairWorks in “King of Wushu” One of the highlights of the video is the first warrior’s fur shawl. Traditionally, artists would place a...

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by Gordon Yeoman, posted Nov 21 2014

Introduction A really cool feature that is becoming more and more common in games is interactive geometry deformation.  The simplest case might be a character leaving imprints on fresh snow.  A more exciting example might be an off-road vehicle carving up a muddy field as the tires spin and wear away the surface.  This last example has recently been implemented to stunning effect in the driving game, "Spin Tires" .  In fact, the incredible surface interactivity...

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by Eric Foo, posted Nov 17 2014

NVIDIA® Nsight™ Visual Studio Edition 4.2 is available for download under the NVIDIA GameWorks Registered Developer Program. This release adds support for the new Tesla K80 and includes several bug fixes. Download Nsight Visual Studio Edition 4.2 Now! To download, you must be a member of the NVIDIA GameWorks Registered Developer Program. To join, simply create a new account (it's free and easy) and then view the latest available version here. Here are a few highlights of the new...

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by Cheng Lai Low, posted Nov 12 2014

One of the most exciting periods when working in NVIDIA is during the launch of a new GPU architecture.  So I was really thrilled when the first Maxwell board landed on my desk and the very first thing I wanted to do was to investigate how PhysX GPU particles can benefit from the new GPU architecture.  In order to do that, I need to get the performance profiles of Maxwell vs Kelper to determine how well the existing Kepler optimizations scale in Maxwell.  There are several tools...

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by Adam Moravanszky, posted Nov 12 2014

Hello readers!  I am Adam Moravanszky, engineering manager of the NVIDIA PhysX SDK team.  We decided to hijack this blog to take a break from the product introductions and do something a little bit different.  Our team will write a series of posts on topics around PhysX, mostly aimed at programmers using or getting started with PhysX.  The posts will also help anyone else out there get a better understanding about the problems we solve. The NVIDIA PhysX Team at work PhysX...

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