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Nvidia’s physics engine makes developers’ work easier

GDC 2009: Ars gets a demonstration of how Nvidia's PhysX technology is …

Michael Thompson | 12

Nvidia's graphic cards have long been synonymous with high-end visuals and PC games. However, when I sat down with Nadeem Mohammed, product manager for for Nvidia's PhysX middleware, I learned that the company is now getting even more involved with video game development by working with developers to create titles that feature more authentic physics without requiring an ungodly amount of effort.

Up until now, the biggest challenge with creating environments that are as interactive/destructible as what I saw is that most developers just don't have the manpower to do so. Before Nvidia released the PhysX SDK, developers would need to actually have a team of artists and programmers devoted to creating the various textures and ensuring that objects would behave realistically when they're interacted with and/or shot up. Nadeem explained that, with PhysX, a single programmer could go through a level and automatically determine just what materials comprise each surface (with the physics of how they'll break and shatter) and accomplish the same effect in a theoretical timeframe of approximately a week per level.

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Ars Video

 

Of course, PhysX acceleration on PCs can make games that are already out far more exciting than they were when originally released; the example I was shown was Mirror's Edge

While reviews of Mirror's Edge seemed to be relatively split, one universal complaint I heard from many people who played it was that, for a game all about rooftop-roaming freerunners, the sense of frantic speed wasn't always there. Nadeem ran a side-by-side of video of the game running with and without PhysX acceleration.

By implementing objects like free-hanging tarps, banners, and plastic strip curtains that all moved realistically, Faith's run-throughs seemed much faster simply because there were dynamic elements to the level. I also learned that PhysX can actually change the gameplay experience: I was shown how a large chandelier in Mirror's Edge could be shot down to knock out pursuing police agents, something that apparently wasn't an option before. Another example I was shown was how, when PhysX is employed, shrapnel created from demolished surfaces can do damage to players when it explodes out or falls down.

Nvidia is also ramping up its SDK support for console development, something that's been a goal of company founder Jen-Hsun Huang for quite some time. Currently, tools for Sony's PS3 platform are being beefed up, but the eventual goal is an SDK that will work on all platforms. Based on what I got to see during the hour-long demonstration, it seems safe to say that Nvidia's PhysX technology is going to let gamers enjoy titles that contain a maximum amount of realism with a minimal amount of effort on the developers' part.

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