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Page 1: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

“WALK IN” SLIDE

Page 2: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

Overview of NVidia Overview of NVidia PhysXPhysX

Bob SchadeBob SchadeFormer Developer Support Engineer Former Developer Support Engineer for Ageia Technologies (which was for Ageia Technologies (which was bought by NVidia)bought by NVidia)

Page 3: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

Types of PhysX ObjectsTypes of PhysX ObjectsBasically 3 Types of Objects you Basically 3 Types of Objects you can Build with the PhysX SDKcan Build with the PhysX SDK

I.I. Physical Objects in Different States of Physical Objects in Different States of MatterMatter

II.II. Query ObjectsQuery Objects

III.III. Player / AI Objects (Special Gameplay Player / AI Objects (Special Gameplay Objects)Objects)

Page 4: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I. Physical Objects (in I. Physical Objects (in Different States of Matter)Different States of Matter)

Objects that represent physical objects in Objects that represent physical objects in the scene.the scene.

Things you think of as regular, everyday Things you think of as regular, everyday objects.objects.

1.1. SolidsSolids

2.2. LiquidsLiquids

3.3. GasesGases

Page 5: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-1. SolidsI-1. Solids

Objects in Solid State of MatterObjects in Solid State of Matter

A.A. Static ObjectsStatic Objects

B.B. Kinematic ObjectsKinematic Objects

C.C. Rigid Bodies (Non-Deformable Solids)Rigid Bodies (Non-Deformable Solids)

D.D. Rigid Bodies connected by JointsRigid Bodies connected by Joints

E.E. Debris (Special Effects Rigid Bodies)Debris (Special Effects Rigid Bodies)

F.F. Soft Bodies (Deformable Solids)Soft Bodies (Deformable Solids)

Page 6: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1A. Static Objects1A. Static ObjectsStationary objects that are unaffected by forces. Stationary objects that are unaffected by forces. Pretty much anything generated by BSP or static Pretty much anything generated by BSP or static geometry (see Unreal 3 Editor).geometry (see Unreal 3 Editor).

Collision objects / geometry. Defines the Collision objects / geometry. Defines the boundaries of the player’s movement.boundaries of the player’s movement.

Physical ManifestationPhysical ManifestationTriangle meshTriangle meshPolygon meshPolygon mesh

ExamplesExamplesFloorFloorWallsWallsStairsStairs

Frequency: Very commonFrequency: Very common

Page 7: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1B. Kinematic Objects1B. Kinematic ObjectsEssentially static objects until they start moving, Essentially static objects until they start moving, at which point they push all dynamic objects out at which point they push all dynamic objects out of the way. Usually move according to a preset of the way. Usually move according to a preset animation.animation.

Physical ManifestationPhysical ManifestationBoxBoxSphereSphereCapsuleCapsuleConvex meshConvex mesh

ExamplesExamplesMoving platformsMoving platformsElevatorsElevatorsGiant doors that block entry to another area until the Giant doors that block entry to another area until the player finds a way to open themplayer finds a way to open them

Frequency: CommonFrequency: Common

Page 8: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1C. Rigid Bodies (Non-1C. Rigid Bodies (Non-Deformable Solids)Deformable Solids)

Dynamic objects that fall under gravity and can be Dynamic objects that fall under gravity and can be pushed around. Sometimes can be picked up and pushed around. Sometimes can be picked up and moved around or thrown.moved around or thrown.

Physical ManifestationPhysical ManifestationBoxBoxSphereSphereCapsuleCapsuleConvex meshConvex mesh

ExamplesExamplesBoxesBoxesCratesCrates

Frequency: CommonFrequency: Common

Page 9: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1D. Joints1D. JointsRigid Bodies connected by JointsRigid Bodies connected by Joints

Physical ManifestationPhysical ManifestationRigid body objects jointed together at a pointRigid body objects jointed together at a point

ExamplesExamplesSwinging doorsSwinging doorsJointed ropesJointed ropesRagdollsRagdolls

Frequency: Somewhat commonFrequency: Somewhat common

Page 10: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1D. Joints (cont.)1D. Joints (cont.)Special Note: “Physically-Driven Animation”Special Note: “Physically-Driven Animation”

Physically-Driven AnimationPhysically-Driven AnimationJoints can apply forces or torques to rigid bodies they Joints can apply forces or torques to rigid bodies they connect together, allowing for physically-driven connect together, allowing for physically-driven animation (See Example #3: “Natural Motion”)animation (See Example #3: “Natural Motion”)

Found inFound in““Grand Theft Auto IV”Grand Theft Auto IV”““Backbreaker”Backbreaker”

Frequency: RareFrequency: Rare

Page 11: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1E. Debris / Special 1E. Debris / Special Effects Rigid BodiesEffects Rigid Bodies

Dynamic objects that fall under gravity and can be Dynamic objects that fall under gravity and can be pushed around. Normal rigid bodies are pushed around. Normal rigid bodies are unaffected by them, they always push them out of unaffected by them, they always push them out of the way.the way.

Physical ManifestationPhysical ManifestationParticles (point sprites)Particles (point sprites)Boxes, spheres, capsulesBoxes, spheres, capsulesConvex meshesConvex meshes

ExamplesExamplesSparksSparksClutterClutterDebris from an explosionDebris from an explosionShattered glassShattered glass

Frequency: Somewhat commonFrequency: Somewhat common

Page 12: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-1F. Soft Bodies 1F. Soft Bodies (Deformable Solids)(Deformable Solids)

Bendable, foldable objects built using meshes of Bendable, foldable objects built using meshes of point masses connected by springs.point masses connected by springs.

Physical ManifestationPhysical ManifestationTriangle meshTriangle meshPolygon meshPolygon mesh

ExamplesExamplesClothClothFlagsFlagsTarpsTarpsBendable, squishy objectsBendable, squishy objects

Frequency: Somewhat commonFrequency: Somewhat common

Page 13: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-2. Liquids2. Liquids

Objects in Liquid State of MatterObjects in Liquid State of Matter

A.A. FluidsFluids

Page 14: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-2A. Fluids2A. FluidsCollections of particles that cohere to each other Collections of particles that cohere to each other and fall under gravity. They will expand to fill the and fall under gravity. They will expand to fill the bottom of their container.bottom of their container.

Physical ManifestationPhysical ManifestationParticles (point sprites)Particles (point sprites)Fluids surfaces (triangle mesh)Fluids surfaces (triangle mesh)

ExamplesExamplesBloodBloodOilOilPools of waterPools of water

Frequency: RareFrequency: Rare

Page 15: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-3. Gases3. Gases

Objects in Gaseous State of MatterObjects in Gaseous State of Matter

A.A. Fluids can be used to simulate Gases if Fluids can be used to simulate Gases if they are weightless and only slightly they are weightless and only slightly cohesive.cohesive.

Page 16: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

I-I-3A. Fluids to Simulate 3A. Fluids to Simulate GasesGases

Collections of weightless particles that cohere to Collections of weightless particles that cohere to each other slightly. They will expand to fill their each other slightly. They will expand to fill their container. Often implemented just using simple container. Often implemented just using simple particle systems.particle systems.

Physical ManifestationPhysical ManifestationParticles (point sprites)Particles (point sprites)Fluids surfaces (triangle mesh)Fluids surfaces (triangle mesh)

ExamplesExamplesSmokeSmokeFogFogFireFire

Frequency: Somewhat commonFrequency: Somewhat common

I-3A. Fluids to Simulate Gases – Slide 14

Page 17: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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II. Query ObjectsII. Query Objects

Non-Physical Objects used to make queries Non-Physical Objects used to make queries to the scene.to the scene.

1.1. RaycastsRaycasts

2.2. Volume Intersection TestsVolume Intersection Tests

3.3. ContactsContacts

Page 18: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-1. Raycasts1. RaycastsUsed to determine line of sight.Used to determine line of sight.

Answers the question: “Is Point B visible from Answers the question: “Is Point B visible from Point A?”Point A?”

Also: “What is the first object hit by the line Also: “What is the first object hit by the line segment AB and where is it hit?”segment AB and where is it hit?”

Physical ManifestationPhysical ManifestationLine segment (AB)Line segment (AB)

ExamplesExamplesLine of sight testLine of sight testLight rayLight ray

Frequency: Very commonFrequency: Very common

Page 19: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-2. Volume Intersection 2. Volume Intersection TestsTests

Used to determine what objects are in a Used to determine what objects are in a particular region of space.particular region of space.

Answers the question: “What objects Answers the question: “What objects intersect this geometric region?”intersect this geometric region?”

A.A. Geometric queriesGeometric queries

B.B. TriggersTriggers

C.C. ForcefieldsForcefields

Page 20: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-2A. Geometric Queries2A. Geometric QueriesUsed to scan for objects in a particular geometric Used to scan for objects in a particular geometric region, e.g., in front of or near the player or AI region, e.g., in front of or near the player or AI (See Example #5: “Obstacle Avoidance for AI”).(See Example #5: “Obstacle Avoidance for AI”).

Physical ManifestationPhysical ManifestationBox, sphere, capsuleBox, sphere, capsuleConvex meshConvex mesh

ExamplesExamplesAI obstacle detection boxAI obstacle detection box

Frequency: Very commonFrequency: Very common

II-2A. Geometric Queries – Slide 18

Page 21: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-2B. Triggers2B. TriggersUsed to determine when the player has entered a Used to determine when the player has entered a particular location, setting off an event like a trap particular location, setting off an event like a trap or spawning enemies or starting a cutscene or spawning enemies or starting a cutscene animation.animation.

Used to signal the player has reached a Used to signal the player has reached a checkpoint in the level or the end of the level.checkpoint in the level or the end of the level.

Physical ManifestationPhysical ManifestationBox, sphere, capsuleBox, sphere, capsuleConvex meshConvex mesh

ExamplesExamplesTrigger to spawn enemiesTrigger to spawn enemies

Frequency: Very commonFrequency: Very common

Page 22: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-2C. Forcefields2C. ForcefieldsGeometric volume where you apply a force to Geometric volume where you apply a force to objects intersecting the volume.objects intersecting the volume.

Used to simulate buoyancy, wind, currents, Used to simulate buoyancy, wind, currents, magnetic fields.magnetic fields.

Physical ManifestationPhysical ManifestationBox, sphere, capsuleBox, sphere, capsuleConvex meshConvex mesh

ExamplesExamplesWind tunnelWind tunnelTornadoTornadoWater currentsWater currentsForce from explosionForce from explosion

Frequency: Somewhat commonFrequency: Somewhat common

Page 23: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

II-II-3. Contacts3. ContactsUsed to determine at what point one object is Used to determine at what point one object is touching another object and with what force.touching another object and with what force.

Answers the question: “At what point(s) is one Answers the question: “At what point(s) is one object in contact with another object?”object in contact with another object?”

Physical ManifestationPhysical ManifestationPoint of contactPoint of contactContact normalContact normal

ExamplesExamplesSparks flying on contactSparks flying on contactSplashes from rocks hitting pondSplashes from rocks hitting pondObjects denting each otherObjects denting each otherSound created from impactSound created from impact

Frequency: CommonFrequency: Common

Page 24: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

III. Player / AI ObjectsIII. Player / AI ObjectsObjects that represent the Player or AI Objects that represent the Player or AI moving through the scene (a.k.a., avatar moving through the scene (a.k.a., avatar objects, special contact/force objects, objects, special contact/force objects, special gameplay objects).special gameplay objects).

Used when you want lots of precise, Used when you want lots of precise, specific control over the interaction of the specific control over the interaction of the object with the scene, physical object with the scene, physical environment. Used when the Player or AI environment. Used when the Player or AI provides precise, specific input to control provides precise, specific input to control the object, move the object around.the object, move the object around.

1.1. Character ControllersCharacter Controllers

2.2. VehiclesVehicles

Page 25: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

III-III-1. Character Controllers1. Character ControllersPhysical object used to represent the player or AI Physical object used to represent the player or AI as a character.as a character.Special Physical PropertiesSpecial Physical PropertiesCapsule glides effortlessly along floor and walls, capsule hops up Capsule glides effortlessly along floor and walls, capsule hops up objects under a certain height (climbs stairs), capsule glides up objects under a certain height (climbs stairs), capsule glides up inclines until incline reaches certain angle, capsule glides down inclines until incline reaches certain angle, capsule glides down certain inclines until angle is too steep and it slides uncontrollable, certain inclines until angle is too steep and it slides uncontrollable, capsule can jump to a certain height. Special example is “Mirror’s capsule can jump to a certain height. Special example is “Mirror’s Edge” where the capsule is rigged with logic to do parkour moves. Edge” where the capsule is rigged with logic to do parkour moves. (See Example #1: “Mirror’s Edge”)(See Example #1: “Mirror’s Edge”)

Physical ManifestationPhysical ManifestationCapsuleCapsuleCylinderCylinderRectangular solidRectangular solid

ExamplesExamplesMost player characters areMost player characters areimplemented this wayimplemented this way

Frequency: Very commonFrequency: Very common

III-1. Character Controllers – Slide 23

Page 26: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

August 14-15 2006

III-1. III-1. “Better Know your “Better Know your AI”AI”Make your Player / AI character controllers Make your Player / AI character controllers

interchangeable, i.e., playable by either the Player interchangeable, i.e., playable by either the Player or the AI.or the AI.

This means that at any point in the game you can take over an AI This means that at any point in the game you can take over an AI character and start playing the game as an AI.character and start playing the game as an AI.

Really good example: “Left 4 Dead 2”. Demonstrates player / AI Really good example: “Left 4 Dead 2”. Demonstrates player / AI interchangeability. I like this game because the AI character is interchangeability. I like this game because the AI character is capable of doing the same thing the player character is capable of. capable of doing the same thing the player character is capable of. The player and the AI can operate the same character controller. The player and the AI can operate the same character controller. The character controller is controlled by the player or the AI. The The character controller is controlled by the player or the AI. The character controller is the same for both. The only difference is character controller is the same for both. The only difference is who is providing inputs to the character controller, the player or who is providing inputs to the character controller, the player or the AI.the AI.

As an AI programmer I love this because it allows you to see the As an AI programmer I love this because it allows you to see the game through the eyes of the AI. When you can do this, you start game through the eyes of the AI. When you can do this, you start to see all kinds of behaviours you might want to implement for to see all kinds of behaviours you might want to implement for your AI, because they’re behaviours you can actually try out your AI, because they’re behaviours you can actually try out yourself as a player. I highly recommend implementing your yourself as a player. I highly recommend implementing your character controller this way: have a character controller that character controller this way: have a character controller that either the player or AI can take control of.either the player or AI can take control of.

III-1. “Better Know your AI” – Slide 24

Page 27: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2. Vehicles2. Vehicles

Physical object used to represent the Physical object used to represent the player or AI as a vehicle.player or AI as a vehicle.

A.A. CarsCars

B.B. MotorcyclesMotorcycles

C.C. PlanesPlanes

D.D. HelicoptersHelicopters

E.E. BoatsBoats

Page 28: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2A. Cars2A. CarsCar ObjectsCar Objects

Special Physical PropertiesSpecial Physical PropertiesWheel contacts are special force contacts designed to exert Wheel contacts are special force contacts designed to exert different forces on the road depending on brakes, different forces on the road depending on brakes, acceleration, road surface, downforce on the tire, etc.acceleration, road surface, downforce on the tire, etc.

Physical ManifestationPhysical ManifestationCar chassis (convex mesh)Car chassis (convex mesh)4 wheel contacts4 wheel contacts

Found inFound inRacing gamesRacing games““Grand Theft Auto III”Grand Theft Auto III”““Burnout”Burnout”

Frequency: Very commonFrequency: Very common

Page 29: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2B. Motorcycles2B. MotorcyclesMotorcycle ObjectsMotorcycle Objects

Special Physical PropertiesSpecial Physical PropertiesWheel contacts are special force contacts designed to exert Wheel contacts are special force contacts designed to exert different forces on the road depending on brakes, different forces on the road depending on brakes, acceleration, road surface, downforce on the tire, etc.acceleration, road surface, downforce on the tire, etc.

Physical ManifestationPhysical ManifestationMotorcycle body (convex mesh)Motorcycle body (convex mesh)2 wheel contacts2 wheel contacts

Found inFound in““Grand Theft Auto III: Vice City”Grand Theft Auto III: Vice City”

Frequency: Somewhat commonFrequency: Somewhat common

Page 30: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2C. Planes2C. PlanesPlane ObjectsPlane Objects

Special Physical PropertiesSpecial Physical PropertiesThe propeller or jet engine provides thrust (force) to The propeller or jet engine provides thrust (force) to accelerate the plane horizontally. Airfoil surfaces provide lift accelerate the plane horizontally. Airfoil surfaces provide lift as the plane picks up horizontal speed and also steer the as the plane picks up horizontal speed and also steer the plane (rudder).plane (rudder).

Physical ManifestationPhysical ManifestationPlane body (convex mesh)Plane body (convex mesh)2 wheel contacts2 wheel contactsAirfoil surfaces (elevators, rudder)Airfoil surfaces (elevators, rudder)Propeller (jet engine)Propeller (jet engine)

Found inFound inFlight simulatorsFlight simulators

Frequency: CommonFrequency: Common

Page 31: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2D. Helicopters2D. HelicoptersHelicopter ObjectsHelicopter Objects

Special Physical PropertiesSpecial Physical PropertiesThe main rotor provides lift for the helicopter and also The main rotor provides lift for the helicopter and also forward acceleration as the helicopter angles forward. The forward acceleration as the helicopter angles forward. The tail rotor provides force left or right to turn the helicopter tail rotor provides force left or right to turn the helicopter around the main rotor axis.around the main rotor axis.

Physical ManifestationPhysical ManifestationHelicopter body (convex mesh)Helicopter body (convex mesh)2 skid objects2 skid objectsMain rotorMain rotorTail rotor (stabilizer)Tail rotor (stabilizer)

Found inFound in““Battlefield 2”Battlefield 2”

Frequency: Somewhat commonFrequency: Somewhat common

Page 32: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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III-III-2E. Boats2E. BoatsBoat ObjectsBoat Objects

Special Physical PropertiesSpecial Physical PropertiesBoat displaces a certain amount of water and is buoyed up Boat displaces a certain amount of water and is buoyed up to a certain point on the water line depending on overall to a certain point on the water line depending on overall weight and displacement. The rudder steers the boat. The weight and displacement. The rudder steers the boat. The propeller provides force to move the boat forward.propeller provides force to move the boat forward.

Physical ManifestationPhysical ManifestationBoat hull (convex mesh)Boat hull (convex mesh)RudderRudderPropeller (screws)Propeller (screws)

Found inFound in““Far Cry 2”Far Cry 2”““Grand Theft Auto III: Vice City”Grand Theft Auto III: Vice City”

Frequency: Somewhat commonFrequency: Somewhat common

Page 33: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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Further InformationFurther InformationFor further technical information, For further technical information, download the NVidia PhysX SDK (see download the NVidia PhysX SDK (see Example #11: “NVidia PhysX SDK Example #11: “NVidia PhysX SDK Download”)Download”)

Install the SDK and look at:Install the SDK and look at:

C:\Program Files\NVIDIA Corporation\NVIDIA C:\Program Files\NVIDIA Corporation\NVIDIA PhysX SDK\v2.8.3\TrainingProgramsPhysX SDK\v2.8.3\TrainingPrograms

……for tutorials on how to use the SDK.for tutorials on how to use the SDK.

Page 34: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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© 2006 © 2006 MicrosoftMicrosoft Corporation. All rights reserved. Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

1. “Mirror’s Edge”1. “Mirror’s Edge”http://www.youtube.com/watch?v=tvhw_v3q4L8http://www.youtube.com/watch?v=tvhw_v3q4L8

2. Unreal Engine 32. Unreal Engine 3http://udn.epicgames.com/Three/DevelopmentKitProgramming.htmlhttp://udn.epicgames.com/Three/DevelopmentKitProgramming.html

3. Natural Motion (physically driven animation SDK and 3. Natural Motion (physically driven animation SDK and editor)editor)

http://www.naturalmotion.com/http://www.naturalmotion.com/

4. NVidia PhysX Particle Fluid Demo (last demo in the 4. NVidia PhysX Particle Fluid Demo (last demo in the power pack)power pack)

http://www.nvidia.com/content/graphicsplus/us/download.asp

5. Obstacle Avoidance for AI5. Obstacle Avoidance for AIhttp://www.red3d.com/cwr/steer/Obstacle.html

Page 35: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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© 2006 © 2006 MicrosoftMicrosoft Corporation. All rights reserved. Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

6. Simul-X (vehicle SDK)6. Simul-X (vehicle SDK)http://www.simul-x.com/

7. CarX-Tech (vehicle SDK)7. CarX-Tech (vehicle SDK)http://www.carx-tech.com/

8. PhysX Destruction Demo8. PhysX Destruction Demohttp://www.youtube.com/watch?v=N1FOnpzUzZY

9. NVidia PhysX Homepage9. NVidia PhysX Homepagehttp://www.nvidia.com/object/physx_new.html

10. NVidia PhysX Developer Page10. NVidia PhysX Developer Pagehttp://developer.nvidia.com/object/physx.html

11. NVidia PhysX SDK Download11. NVidia PhysX SDK Downloadhttp://developer.nvidia.com/object/physx_downloads.html

Page 36: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

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Sample fillSample fillcolorcolor

Sample fillSample fillcolorcolor

Sample fillSample fillcolorcolor

PowerPoint GuidelinesPowerPoint Guidelines

Font, size, and color for text have Font, size, and color for text have been formatted for you in the been formatted for you in the Slide MasterSlide Master

Use the color palette shown belowUse the color palette shown below

See next slide for additional See next slide for additional guidelinesguidelines

Color Guidelines

Page 37: “WALK IN” SLIDE. August 14-15 2006 Overview of NVidia PhysX Bob Schade Former Developer Support Engineer for Ageia Technologies (which was bought by NVidia)

© 2006 © 2006 MicrosoftMicrosoft Corporation. All rights reserved. Corporation. All rights reserved.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.This presentation is for informational purposes only. Microsoft makes no warranties, express or implied, in this summary.

DirectX Developer CenterDirectX Developer Centerhttp://msdn.microsoft.com/directxhttp://msdn.microsoft.com/directx

Game Development MSDN ForumsGame Development MSDN Forumshttp://forums.microsoft.com/msdnhttp://forums.microsoft.com/msdn

Xbox 360 CentralXbox 360 Centralhttp://xds.xbox.com/http://xds.xbox.com/

Game Developer SupportGame Developer [email protected]@microsoft.com

XNA WebsiteXNA Websitehttp://www.microsoft.com/xnahttp://www.microsoft.com/xna

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