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GameWorks, GeForce Developer Stories

by David Coombes, posted Oct 18 2013

Winner of 10 E3 awards, HAWKEN is a Free-to-Play online FPS developed by Adhesive Games.  Built using the Unreal Development Kit (UDK), it features giant robots fighting in ruined futuristic cities.  HAWKEN uses PhysX particles and APEX Turbulence to create a more immersive and realistic experience for the player.  We talked to Johnny Costello of the NVIDIA PhysX Art Team to find out how it was done. Looking at the Turbulence effects, they feature a huge number of particles,...

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depth of field, HDR, dynamic shadows, Games, NVIDIA Shield, Shield, tegra

by Eric Foo, posted Oct 14 2013

Spotlighting how our blazingly fast Tegra 4 technology produces games with amazing visuals, including dynamic shadows, depth of field, and HDR to name a few, the video below shows game developers like Bitsquid, Steel Wool Games and Vivid Games show off their latest games running on Tegra 4.

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Games and Graphics

by David Coombes, posted Oct 09 2013

The Big Android BBQ is the world's preeminent mobile technology conference for Android developers, hackers and enthusiasts. This year, the Big Android BBQ will return to the well-liked Hurst Convention Center in the Dallas Fort Worth area of Texas.  NVIDIA's Lars M. Bishop and Seth Williams will be presenting on "Beyond Phones and Tablets: Developing for Dedicated Android Gaming Systems".  Be sure to check it out.  

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Games and Graphics

by David Coombes, posted Oct 07 2013

Our sister site GeForce.com just released a tech trailer for the upcoming Batman: Arkham Origins from Warner Bros. The game features NVIDIA PhysX cloth, volumetric smoke, fluid and particle effects that interact with characters as well as HBAO+ temporal antialiasing. Head over to GeForce.com to get the full details and see the video.

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Games and Graphics, Tegra Developer Stories

by David Coombes, posted Oct 04 2013

This is a great article on why and how to take advantage of the hardware scaler available on Android platforms. This advice also applies to PC game developers where rendering to smaller buffers is common practice for performance reasons. Developers may also consider a hybrid approach where they render the 3d elements of their scene to a reduced resolution back buffer, scale this to the intended display resolution and then render 2D user interface elements such as text at the final display...

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