Tags: Games and Graphics
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.
Such unified physics solvers are a staple of the offline computer graphics world, where tools such as Autodesk Maya's nCloth, and Softimage's Lagoa are widely used. The goal for FLEX is to use the power of GPUs to bring the capabilities of these offline applications to real-time computer graphics.
FLEX is written in C++/CUDA, but a DirectCompute version is in the works, a FleX feature will appear in the PhysX SDK v3.4, release date TBD, and in major game engines in the near future.
Check out the videos belew then head over to PhysXInfo for an interview with Miles Mackin, one of NVIDIA's physics developers.