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Ue4 havok sdk portal
Ue4 havok sdk portal













ue4 havok sdk portal

With PhysX, you can do the same, but in addition to that, the PC version with a PhysX-enabled GeForce GPU will break the same object into a couple of hundred pieces because we’re able to scale. If you have an object that’s made of ten pieces and you can destroy it into ten pieces on the Xbox 360 or PS3 and on the PC running in software on the CPU, that’s all you’ve got. Let’s use destruction as an example, as it’s probably the easiest one to relate to, but we could easily be talking about fluids, soft bodies or anything else. The difficulty right now though is that their engine does not appear to be scalable. RT: At one point we were working with Havok and then they stopped talking to us, but if they wanted to start talking to us again, I am sure we’d love to talk with them. TS: OK, so what about games that end up using Havok? Do you think Nvidia will ever accelerate the Havok physics engine with the GPU? Unreal Engine 3 is heavily optimised for PhysX.

ue4 havok sdk portal ue4 havok sdk portal

And don't forget that we support PhysX on Xbox 360, PlayStation 3 and Wii as well. The world's leading engine vendors are using PhysX now and many new studios are using our technology to develop new effects.

ue4 havok sdk portal

Secondly, Nvidia is taking PhysX very seriously, we have hundreds of people working on it and we are investing heavily in it so developers can be sure that its going to get better and better at a faster rate than many can expect to develop physics independently. The first is that if they want us to, we'll help them run their physics engine on the GPU because we can do more complex parallel calculations faster than you can on the CPU. Our argument to those guys that are developing their own engines or using others is that we understand why they've developed their own physics engine, as they may have created something unique or which was wasn't possible with earlier versions of PhysX. However, before we turned up with PhysX, games developers were already either using other solutions or developing their own in house physics engines. Portal and all of the Source-based games currently use Havok physics.















Ue4 havok sdk portal