PhysX Destruction enables artists to quickly generate pervasive destruction, which significantly enhances the gaming experience. The turnaround time for adding full or partial destruction to an object is a fraction of the time it once took, due to the fully artist-focused PhysX Destruction tool. PhysX Destruction provides support for full and partial destruction and both of these Destruction types can be gameplay affecting or not gameplay affecting. Regardless of the Destruction type you use, both will enhance realism in your game.
|Platforms||PC, XBOX, PS, Android|
|Dependencies||PhysX, APEX framework|
|Tools||PhysXLab / DCC Plug-in|
|Quick Links||PhysXLab Tutorial|
Hawken destruction demo level using GPU Rigid Bodies (GRB's) with networking support for the best multiplayer game experience. The level provides totally new game play - you can open new pathways or destroy the ground underneath the mechs.
Real-time dynamic fracture demo running on a single GTX680 @ 30fps using GPU Rigid Bodies (GRB's).
Examples of PhysX Destruction authoring (PhysXLab) and runtime in updated Art Gallery Demo and Alice Madness Returns.
PhysX destruction was used in the Ragdoll demo to showcase a fully destructible multi-material wall composed drywall segments attached to wooden beams. The walls and beams can be destroyed by throwing ragdolls at them. While the wall looks great and is fully destructible, we made the environment more realistic by spawning physical particle debris during destruction.
Batman was the first AAA title to showcase PhysX Destruction by using GPU rigid bodies in the scarecrow level. PhysX Destruction was also used throughout on the destructible floors.
Using PhysX Destruction, one technical artist-no PhysX programmers-spent only 5 days to convert a static game environment into a fully destructible environment. The result? A much more immersive game experience without changing actual game play.