NVIDIA APEX has been released.
When APEX will be in Unity3d ?
Already been posted, not all that impressive really.
The same time unity will have fluids
Cool tech but not realistic enough in my behalf :p, imagine this technology will evolve on the next 10 year, we will have fully realistic particle destruction by that time! of course when every home pc having 1000 processor in 1 chip! or quantum computing! :), ever tried 2048 bit computing anybodies? , it just like the shock wave when the first demo of directx 9.0 ever appeared!.
APEX does not add anything to that “new technology added”, as its only a content pipeline to physx, so if physx gets it you can use it from wherever you want, indepedent of APEX
And computers already have 500-2000 cores today, why do you think does physx and havok run on the GPU (current generation gpus have many hundreds of stream processors)
People will still bitch that they can’t bake lightmaps or that the free version of Unity8 doesn’t have shadows, or that Unity is still DX9…
you can already do that in unity!
Hm? Tell me more
setup the objects with the physics capabilities you have.
Unity uses PhysX like the demo there too, its just a matter of you setting up the stuff
By using your MIND TOOLS! of course
That’s not how it works
Sure if you refering to 2008 intel multicore prototype who can only run benchmark :p/ top 500 supercomputer/distributed computing, read again my post :
and yeah if by your definition of realities is a breakthrough then yes it’s not a anti-gravity vehicle, ether free energy lol but i only using this as the common term
I can see you are detailed person not out of the box, i just put the analogy of 1000 processor in one chip as a indicator that the other sub-supporting(vga,motherboard,chipset,audio) tech will also along evolve the same manner, 1000+ shader processor for the current ati stream, cuda, opencl, i can only see this as a ‘hack’(opencl/cuda ‘kernel’ inside windows kernel?) that nvidia,ati put together to flourish their product, would you run 1000 x 90 celcius gtx 580 to break sha 2056 bit encryption? well unless you’ve got another million $ to spend on the cooling system, i am not sure if in the future they can run this 1000(let’s say) in 1 5x5 cm chip without generating 300 celcius, unless we could ‘lend’ some new ‘material’ from the ET lol, but heck yah 1000+ shader processor/~90 celcius ‘performance’ not bad i would say, but mostly other than researcher,customer who gotten advantages by using these are the cracker, nvidia ati has eloquently putted it together but not ‘general’ easy enough for the general programmer.
@Frank Oz
That’s what stunned me, none of any indie engine ever implemented dx11/opengl 4! only ‘half’ oriented indie engine like unigine,esenthel has the multi-api rendering support, if let’s say there is any indie engine step up with this and good workflow like unity i will surely change, if at affordable cost of course :p.
To all those who say Apex is not that impressive, I would like to know your reasoning.
Here is the main Apex site if anyone wants to read up a bit on it:
http://developer.nvidia.com/object/apex.html
Yes, Physx can already ‘do this’. The way I understand Apex is that it is a newer form/branch/upgrade/whatever of Physx that allows game developers to more easily add dynamic destructible environments, cloth, vegitation etc. Apex is also the tool(s) necessary to make it easy for the artist to make destructible objects. Apex artist tools divide up models you provide it based on a destruction algorithm, such as fracture, splinter etc. It also lets you specify the strength of the material which will define how it reacts in game. Its another tool that is focused on helping artists make great destructible assets without having to worry about the nitty gritty. It could be paralleled as the Unity of physics integration to games. It makes all of our lives easier for making things destructible and react realistically.
I mean, who wouldn’t want a tool that with an extra hour of work could turn a static room into this one seen here:
This is the state of the art for physics. ALL DMM use the same method to produce what you see. There is no true ‘DMM’.
Check out my posts in this thread:
http://forum.unity3d.com/threads/80324-DMM-Ptex-humanik-and-other-autodesk-s-toys?highlight=Apex
There are many links that show just how this is a big deal.
Don’t miss my last video, it shows that Havok uses the exact same technology for their physics system as well.
By the way…
This is a big advance in physics technology and how it is integrated into games. I love tools that enable me to be an artist and do work for me. I am not sure why anyone would not be excited about this and the future of creating dynamic destructible environments.
I wish unity used havok or bullet instead of physx. Atleast they support proper weight, where physx will go apeshit if the object is too heavy or light
Simple! For each object you should have it as a whole and also broken, and when the bullet hits you replace the whole mesh with the pieces and add physics to every piece! can’t go wrong! use rigidbody.addexplosionforce!
I wouldn’t know how to dynamically remake the mesh into broken pieces, though, but you can access mesh information and you can create triangles, so it’s possible to do so! if it happens to be too slow, it should be calculated before the level begins or something, or you could just break the objects using rayfire for 3dsmax!
http://www.youtube.com/watch?v=lmBQ60Acsbg&feature=related
Poor unity3d is being kicked in the teeth
How? You should check out the other thread where someone wrote a script that does exactly this (and an even older thread where someone wrote a script that deforms physics objects also). Unity with it’s older technology once again keeps up. Teeth intact.
As you know already Unity 3D doesn’t support APEX yet although the UDK does. I have used the SkinCloth physics in Unity and have found the editing of the weights on garments to be buggy and tedious to use. It just doesn’t feel in keeping with the rest of the product. Compare this to the Maya and Max plugins for APEX, well try them yourself see what you think !
Personally I’d like to see Unity make a proper decision either to go the same way as the UDK with regards to supporting soft body physics with better integration support through Maya and MAX. Either that or put a superb GUI into Unity for dealing with large denser weighted meshes.
I’m putting together some tutorials around a Catwalk Character Animation using Apex Clothing Support using Maya and UDK if you wanna check it out around May, June 2012. http://www.digitech-innovations.com/
Apex integration into the Unity editor is on my wishlist. It will save hours from manually having to break up meshes and texturing them again. That and you can completely tweak the amount of damage done from a complete crumble to only a top layer is breakable and you can choose the fracture size. Another way Unity could save developers time.
I’ve used all three physics systems in large-scale production. I cannot fathom why anyone would prefer bullet to physx. Could you enlighten me as to your experience with them and your reasoning?