Cataclysm: a FLIP Solver with GPU Particles

GameWorks, PhysX

David Coombes, posted Jul 25 2016

Of all the fun things we do at NVIDIA, pushing the limits of real-time physics simulation is always near the top of our list. Water simulation is a real challenge in a number of ways because everyone knows what water is supposed to look like.

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Real-Time Graphics at Siggraph 2016

GameWorks

David Coombes, posted Jul 21 2016

There is a lot of cool stuff happening at Siggraph this year for game developers. There are courses, sessions and events that shouldn't be missed. In this blog we highlight some of the most relevant events at the show. See you there.

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VR Funhouse packed with GameWorks technology

GameWorks, VRWorks

Victoria Rege, posted Jul 14 2016

Today NVIDIA released its first ever video game. VR Funhouse is a carnival of fun based on GPU accelerated simulation technology. Each of the seven minigames shows how the immersion of virtual reality can be increased through advanced rendering, haptic feedback and realistic physics. VR Funhouse is available on steam today.

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Displaying HDR Nuts and Bolts

GameWorks, HDR

Evan Hart, posted Jul 12 2016

As you may have already seen in our previous entries regarding high dynamic range (HDR) on this blog, we’re pretty excited about the promise of HDR. Now this series can get to the business of showing you how to enable it in your code.

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GameWorks Vulkan and OpenGL Samples 3.0 Released

GameWorks, GameWorks Expert Developer, Vulkan

Lars Bishop, posted Jul 08 2016

We have rolled out a big upgrade to our GameWorks graphics API samples (formerly known as the OpenGL Samples) – we’ve added support for Vulkan in the framework on all platforms: Windows, Android, desktop Linux and Linux 4 Tegra!

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