Tags Game & Graphics Development

by David Coombes, posted Nov 20 2013

BlizzCon is one of the highlights of the year for North American gamers with thousands of attendees converging on the Anaheim Conference Center for 2 days of gaming, cosplay, e-sports, panels and events culminating with a Blink-182 concert. NVIDIA were there in force to show the highest possible graphics experience with Blizzard titles such as World of Warcraft, Starcraft 2 and Diablo3.

Read more

Tags Game & Graphics Development, Mobile Development, Tools

by Eric Foo, posted Nov 15 2013

Shortly after the release of the NVIDIA SHIELD update to Android 4.3 (OTA Update 63/64), a bug was discovered that prevents Nsight Tegra, and other debuggers, from attaching to applications for debugging. This bug does not affect devices that are flashed with a full image. Instead it only affects devices where the OTA Update 63/64 releases were applied as a System Update on the device. A workaround to this issue is available to developers by directly flashing a full image onto the device by...

Read more

Tags Game & Graphics Development

by David Coombes, posted Nov 15 2013

At the Montreal editor's day we recently announced an exciting new PhysX simulation technology, FleX. Traditionally, visual effects are made using a combination of elements created using specialized solvers for rigid bodies, fluids, clothing, etc. Because FLEX uses a unified particle representation for all object types, it enables new effects where different simulated substances can interact with each other seamlessly.

Read more

Tags Game & Graphics Development, Mobile Development

by David Coombes, posted Nov 13 2013

The Tegra Note 7 tablet is equipped with the same best in class Tegra4 chip from NVIDIA. This is the same chip used in NVIDIA SHIELD making it one powerful tablet.

Read more

Tags Game & Graphics Development, Mobile Development, Technologies

by Stephen Jones, posted Nov 08 2013

Android game developers using NVIDIA’s Tegra Android Developer Pack sample code have known for over a year and a half that Android can support all game controller buttons and axes in pure native (C/C++) code.  But until now, developers wanting to access the all-important analog axes on those controllers had to manually query non-NDK (i.e. non “stable”) APIs from Android libraries at runtime.  In addition to being a bit of an inconvenience to query the function needed, there was always the...

Read more