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At the
website for this year's Game Developers Conference, a search for
"physics" nets 42 session hits; a similar search for "3D" returns 118
results, while "story" and "3D" garner 71 and 58 hits respectively. Not
bad for a component that has only been on the consumer video game
landscape for a few years. During that time, developing in-house
solutions and using tools like Havok and ODE (Open Dynamics Engine)
were the primary ways for game developers to get physics into their
games. Ageia hopes to see that change with their PhysX hardware and SDK.
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Ageia's vision of the future hardware balance.
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At
Ageia's venue some 15 miles away from the hubbub of San Jose and GDC,
we were greeted by Ageia CEO Manju V. Hegde, Ph.D., Vice President
Kathy Schoback, and a shiny green BFG-branded PCI card. Their message
was clear: PhysX is real, and both developers and consumers should be
excited.
Throughout
the presentation, Manju spoke of rebalancing the state of the video
game. While the 3D accelerator that is now commonplace has brought
increasingly impressive visuals to video games, current motion and
dynamics drop us back into the uncanny valley. To the current CPU-GPU
relationship Ageia adds the PhysX PPU or Physics Processing Unit to
help add more immersive motion to increasingly realistic graphics and
environments.
The
demos showing off the PhysX were quite impressive. Running on a Windows
PC-powered by a high-end AMD processor and two nVidia GeForce 7800s in
SLI configuration, the PhysX board helped power the dynamics of a
couple of games. First was Immersion Software's CellFactor: a
visceral first-person shooter that featured psychic powers, futuristic
physics-based weapons, and lots of objects to use said weapons on.
Seeing a grenade-like weapon first gather up surrounding objects,
everything from concrete pipes to jeeps and individual players, before
expelling them as hot shrapnel was amazing to see in real-time. Blood
erupted from people in globules that beaded and flowed down the floor
before disappearing. The other interactive demo was a look at the
coming patch for Digital Jesters' Bet On Soldier; here, the new napalm gun shot out its fiery liquid in streams that bounced of walls and flowed down rocks.
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A downloadable update to Bet On Soldier adds new weapons employing PhysX.
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There
were plenty of non-FPS demos as well. Extensive cloth demos showed
various fabrics getting pulled around and over themselves as well as
stretched and fractured. Plush dolls were pushed, bounced, and squeezed
through rotating gears. Rugby players slammed into each other and onto
the ground with an impressively nonchalant natural quality.
While
we haven't seen PhysX consumer availability until today at GDC, Ageia
has already done much to get developers on board. The PhysX SDK is the
default SDK in the coming iteration of Unreal, and it was recently announced that PhysX would be shipping to PS3 developers at the end of this month.
Ageia
touts 60 developers currently using the PhysX SDK in their development,
and they expect to see around 100 PhysX-supporting titles through 2006
and 2007, ranging from first person shooters like the coming Ghost Recon: Advanced Warfighter to MMORPGs like Warhammer and the City of Villains – Mayhem Missions expansion.
The
PhysX board itself is set to be a 299 USD (MSRP) product, and the
company does not expect to refresh their product any time soon. In the
demos we saw, the CPU and SLI GeForce cards are actually the
bottleneck; the PhysX is barely used, said Manju. Interesting for a
company that wishes to make its revenue solely in sales of the product.
Earlier versions of the PhysX SDK were available for download of
Ageia's website, and the technology will be free of charge for
developers to use. Kathy Schoback pointed out that already independent
developers are utilizing PhysX to good effect; one of this year's
Independent Game Festival's entries, Atomic Elbow's Crazy Ball, is currently running on the GDC show floor with Ageia's hardware.
Ageia
also announced at GDC integration of their SDK into DarkBASIC
Professional, a popular game development tool targeted at
non-programmers.
Physics
in games is on the minds of many programmers and designers here at Game
Developers Conference. Ageia is hopeful that their solution resonates
with many developers and consumers, starting with their GDC launch.
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