APEX Destruction

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APEX Destruction
APEX Destruction demo from GTC 2010
Latest version(s): 1.1
Authoring application(s): PhysXLab
Capabilities: Fracturing, Destruction, Rigid body physics
GPU acceleration: Rigid Body
Official page

APEX Destruction (APEX D) is an APEX module, that helps developers to create and simulate large numbers of dynamic destructible game objects.

Destruction module is supporting PC + CPU, PC + NVIDIA GPU, Xbox 360 and PS3 platforms.

APEX Destruction 1.0 was released for public as part of APEX 1.0 Beta, and now can be integrated into any game/engine, free of charge.

Contents

Overview

APEX Destruction module is focused on simulation of destructible objects - from vases and statues to walls and whole buildings, from purely visual to gameplay affecting destruction. APEX D uses artist-defined pre-fractured meshes, supplementary sub-systems to handle things like damage propagation and PhysX SDK driven rigid-body solver to calculate interaction between chunks and fragments.

Destruction functionality in APEX D module is based on several features, like:

In 1.1 version it is possible to enable calculation of Rigid Body physics on GPU, and thus achieve superior performance in case if many rigid body objects are used.

Also, Destruction module is integrated with APEX Particles to simulate dust, smallest debris and similar effects.

Authoring component

APEX Destruction - Slicing fracturing
PhysXLab - Slicing fracturing mode
APEX Destruction - Cut-out fracturing
PhysXLab - Cut-out fracturing mode

Authoring functionality is provided via PhysXLab, a standalone GUI authoring tool. Using PhysXLab, users can take artist-provided meshes, split them into broken fragments and export generated Destructible assets in standart APEX asset (.apx and .apb) file formats. Exported asset will include hierarchy of fractured meshes, collision information and physical material parameters, and support information for each chunk as well.

Two slicing "patterns" are supported:

In general, several steps must be performed to create Destructible asset:

PhysXLab also contains simulation playground, so newly created actors can be previewed before exporting.

Several tutorials for APEX Destruction authoring can be viewed here

Runtime component

APEX Destruction - Runtime diagram
Runtime Diagram

APEX Destruction module deals with three kinds of objects: Destructible assets, which are destructible template objects that may be generated in the PhysXLab or directly using the fracturing API; Destructible actors, which are instances of Destructible assets; Destructible actor joints - special wrappers for NxJoints which may be used to join an Destructible actor to another Destructible actor, an PhysX Actor, or to the static global reference frame.

As any other APEX modules, APEX D is featurung LOD mechanism to scale the physics computation. This includes:

In addition, callback mechanism is provided to notify the the user when chunks are fractured or destroyed.

To speed up rendering, APEX D module is supporting instancing and tiling (between copies of same asset and similar chunks within one asset).

Current version APEX Destruction module is using PhysX SDK 2.8.4.

Other features:

Version History

Version Release date Description
APEX Destruction 1.1 Feb 15, 2012 Updated public release. Features GPU acceleration support for Rigid Body simulation, tiling and instancing for faster rendering, amortization of chunks creation and processing. Uses PhysX SDK 2.8.4
APEX Destruction 1.0 Mar 24, 2011 First public release. Includes various improvements and bug-fixes, such as more robust LOD feature, increased number of chunks per asset (64k > 4kkk), improved impact damage behaviour. Uses PhysX SDK 2.8.4
APEX Destruction 0.9 N/A Initial internal release. Uses PhysX SDK 2.8.3

Games and game engine integrations

APEX Destruction module was used in following games:

Destructible stone slabs, chessboards and pieces of rock. PC version only, GPU PhysX effect.
GPU PhysX in Alice: Madness Returns - APEX Destruction effects.
Several breakable objects (floor tiles, colums). GPU Rigid bodies in Scarecrow scenes. Part of GPU PhysX effects for PC version.
GPU PhysX in Batman: Arkham Asylum - APEX Destruction usage demonstration.


APEX Destruction module is integrated into following engines:

Gallery

Other notes

See also

External links

Tutorials


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