Posted Jun 11, 2008 at 09:30PM by Ceasar S. Listed in: News Tags: LucasArts, nVidia, PhysX, NaturalMotion, Roy Taylor
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NaturalMotion, NVIDIA team up for integrated physics, animation solutions - Image 1Hot in the industry today is news that two technological companies have joined forces to package both animations and physics to developer companies. NaturalMotion, responsible for the motion synthesis technology in Grand Theft Auto IV, announced together with NVIDIA, new proud owners of PhysX technology, that they will offer "highly-integrated" solutions for developing games on all current generation gaming platforms, including the PC. Find out how at the full story.

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Posted Feb 05, 2008 at 06:17AM by Jay P. Listed in: News Tags: Ageia, nVidia, PhysX, Jen-Hsun Huang
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nVIDIA acquires AGEIA Technologies - Image 1If you're conscious about in-game dynamics, namely the physics behind games, then this update is definitely good news. Nvidia, a visual computing technologies company, has just signed an agreement to acquire Ageia Technologies, Inc., a company known for the PhysX software that is widely adopted by games spanning different platforms. Details in the full article.

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Posted May 30, 2007 at 07:51PM by Ceasar S. Listed in: Interviews, Games, Screenshots Tags: Ageia, PhysX, Gamebryo, SIXAXIS, Bethesda
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Play Ten Interactive is the publisher of The Wall - Image 1 


Or that's what The Wall's Vladimir Mamontov has mentioned in an interview with PlayStation Universe. In fact, the first-person shooter by Burut Software and Play Ten Interactive is no longer just coming to the PlayStation 3 and the PC. When it's coming out, however, wasn't mentioned. Not even a little clue.

But since our last coverage on The Wall, there seems to be little that has been developed through the months up to today. Aside from the usual game concepts that the game will be touting - you know, 20 vehicles and 15 weapons currently in design to date - Mamontov couldn't reveal much about the game because it seems to still be in the early stages of development.

Or that's what we believe he means. Non-disclosure agreements and SIXAXIS aside, there are no specifics on technical aspects of the game, such as frame rates and resolutions. But previous preview screenshots of the game's sceneries were telling that the game may probably be more polished now than it was before E3 2006.

The Wall preview screenshots - Image 1 The Wall preview screenshots - Image 2 The Wall preview screenshots - Image 3


Beauty leads to power, and power begs the question: how will the game perform on each platform? Mamontov explained Burut's current treatment, saying, "Each platform has its own peculiarities, which we thoroughly consider while working on the project." Digging around further, we've found that the game will be designed as a totally destructible environment, and the PC version will be able to support AGEIA's PhysX physics solution. PlayStation 3 fans, take a hint and rejoice.

He did reveal that the game was using the same engine for Bethesda's The Elder Scrolls IV: Oblivion and Sid Meier's Pirates! called GameBryo. Weapon customization may have been originally planned for the game, but it is currently being looked at following Burut's interpretation of THQ's S.T.A.L.K.E.R.: Shadow of Chernobyl as a "flawed example of a good idea."

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Posted Apr 16, 2007 at 06:41PM by Ceasar S. Listed in: Interviews Tags: Ageia, PhysX, Havok, SDK, PC Gamer
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As director of product management at Havok, Jeff Yates explained the intricate details of the Havok physics simulation tool that they delivered to titles such as Half-Life 2, Dead Rising, and MotorStorm, including the insight of how the gears turn for the technical side of the game industry.

Havok - Image 1 


For two and a half years, Havok has been developing software development kits for use in physics engine and animation development in games. With the official launching of the SDK back in mid-2004, they've had seen a lot of progress with their animation and physics features as the years rolled by.

So it wouldn't be surprising that in an exclusive interview with game dev's haven Gamasutra, Yates got a little bit technical about next-gen console technology and competition against PhysX">AGEIA's PhysX hardware physics accelerator for the titan PC.

Havok, as you must know, delivers software solutions to physics simulation, which is something that next-gen consoles require as of this moment. Many other game developers license the use of the physics SDK to simulate real in-game physics in the most complex and hardware hungry of titles (Half-Life 2 for example).

Software physics is handled by the CPU and its cores, although new solutions have GPUs taking the processing load off the CPU. Havok delivers their physics engine solutions as customers require of them, often catering to the different hardware slapped into the Xbox 360 and PlayStation 3. After all, they've built their solutions with cross-platform features and consoles in mind.

Click on Full Article to read more on Jeff Yates opinions on next-gen console tech and development, plus PhysX on PCs.

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Posted Oct 28, 2006 at 11:50AM by Jex H. Listed in: Xbox Live, RoboBlitz, Previews, Videos, Games Tags: Unreal Engine, Ageia, PhysX, Naked Sky
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roboblitzPhysics just got bumped up on the coolness meter when the sci-fi shooter game Robo Blitz was announced (much to the joy of physicists everywhere who were suddenly cool enough to actually talk to).

Haha, seriously though, physics could not have looked any better than with the way this robot combat game demonstrates it.

Physics engine. We've already mentioned that the game will be powered by Unreal Engine 3 and PhysX">Ageia PhysX. We've also given you the trailer that lets you guys have a quick-see of the game and how Blitz zaps out the space pirates.

Cool robotics. But for our fellas who are into robotics themselves, we think they'll be glad to know that the video we have now takes a closer look at Blitz's physical...wait, no, err...mechanical makeup, as well as the techy weapons to be featured in the game.

With one of the guys from Naked Sky talking us through most of the video, the attacks and weapons that Blitz uses are explained in detail, like the Spin Attack, which allows Blitz to spin furiously for a whole 360 degrees to wham his enemies into space oblivion. Now, combine the spin attack with the variety of materials you can pick up and use as a weapon, and you have an unstoppable 360-degree-spinning mad robot.

The weapons featured in the game includes the rifle-slash-stun gun which basically zaps out your enemies even from a far distance. The team has also thrown in a rocket launcher-type weapon, but with a little twist -- it launches a firebullet-ish thingamajig that'll reach your target even when its way up in space. Robo Blitz also has the P2P feature (Point to Point), where you can connect various materials found in the environments, and this applies to the baddies as well (space pirates, drones, and whatnot) so you can "connect" four drones, have them levitate, and then slam them against the wall all at the same time.

But anyhoo, enough with the talking, we'll let you guys check out all the action yourself. Just download the vid below and get ready for some wicked physics-inspired robotic action!

Download: [Robo Blitz video demo]

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Posted Oct 15, 2006 at 10:28AM by Jex H. Listed in: RoboBlitz, Videos, Games Tags: Unreal Engine, Ageia, PhysX
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Take one bad-ass robot, throw in some puzzles and physics, and mechanical brains as well (just for kicks), and then maybe you'll get a feel of what RoboBlitz is all about.

If your imagination is going haywire just trying to imagine what we just said, okay, let's break it down to more 'humane' terms. RoboBlitz is an action game which features unique physics-based weapons that you can use as you take on the role of the multi-talented Blitz to save a factory from invading mechanical brains.


You'll also get to solve puzzles along the way as you progress through 19 levels of high-intensity action, and the fact that the game is powered by Unreal Engine 3 and Ageia PhysX combined, well, you can be assured that RoboBlitz will be equipped with the latest in robot control theory and game technology. Developed by Naked Sky Entertainment, RoboBlitz has not set a release date yet, so while waiting for that announcement, why don't you watch the game's trailer below and see what the game has in store for you.


Oh, and because we're such nice people here in QJ, we've thrown in a hip-hop song called "Blitz Anthem," by The Street Deacon MALAKAI, as well so you can do the robot dance without looking like a fool. (Okay, THAT we can't assure you, but what the heck.) Just click on the download link below to get the RoboBlitz mp3. Here's the trailer:


Download: [Blitz Anthem]

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Posted Aug 22, 2006 at 01:43PM by Robert S. Listed in: Games, Sovereign Symphony Tags: Japan, Ageia, Exploit, PhysX
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Header


Games these days usually come from the more developed countries of the West and Japan. For a country to come up with a game and showcase it to the world can truly be a special event. Turkey is on the verge of joining the elite group of countries who have been able to create a video game worthy of the international market. People of Earth, welcome Sovereign Symphony.

Sovereign Symphony is an RPG based on the Ceiron Alternative Reality. The game is a fusion of RPG and strategy games. According to reports this game will be using the AGEIA PhysX SDK, this will definitely help the developers in creating stunning and realistic graphics and physics.

Here are some promotional art:


SS - Image 1 SS - Image 2 

 Title


The sample art works truly do look amazing! Let's hope that the game shows the same quality.

The graphics may need updating a bit. Ceidot Studios will have to find ways to exploit the massive graphic technology available for the XBOX 360 and PS3. Good luck to Turkey!

For RPG players out there Sovereign Symphony will be available in the Xbox 360 and PS3, around 2008. While waiting, you could view the video here.

Download: [Sovereign Symphony Trailer]

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Posted Aug 07, 2006 at 09:15AM by Ruben W. Listed in: Cellfactor Tags: Ageia, PhysX, Immersion Corporation
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CellFactor


The game CellFactor, in which you play a soldier called Dante Aligheiri who has command over a small tactical unit called G.U.A.R.D., underwent a tiny change of title. The game will be called CellFactor: Revolution starting today. Aside from this name change developer Immersion Software & Graphics also released 4 new screenshots today.

CellFactor: Revolution, known for its use of the alleged revolutionary AGEIA PhysX chip, is planned for release in the end of this year for Xbox 360 and PC. We've got you covered with more information as it's released.

CellFactor - Image 1 CellFactor - Image 2 CellFactor - Image 3



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Posted Jul 20, 2006 at 08:19AM by Andy L. Listed in: News, Xbox Live, RoboBlitz, Previews, Games Tags: Microsoft, Unreal Engine, Microsoft Points, Ageia, PhysX
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RoboBlitz


RoboBlitz
combines the power of the Unreal Engine 3 and Ageia PhysX to deliver a new gaming experience. The core gameplay is supported by advanced physics simulation, which offers players a world built entirely from the latest in game technology and robot control theory. Remarkably, RoboBlitz does all this while having a total download size under 50MB, thereby enabling its distribution via Xbox Live Arcade. This game will cost 1200 Microsoft Points, but unfortunately there is no known release date as of yet.

RoboBlitz - Image 1RoboBlitz - Image 2RoboBlitz - Image 3RoboBlitz - Image 4RoboBlitz - Image 5


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Posted Jun 30, 2006 at 10:08AM by Josh J. Listed in: News, Monster Madness Tags: Artificial Studios, Ageia, SouthPeak Interactive, PhysX
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Monster Madness


SouthPeak Interactive, a leading independent publisher, today announced a deal with Artificial Studios to publish the upcoming Xbox 360, PS3 and PC game Monster Madness, set for release February 2007, with other titles to follow. Monster Madness is a frenetic co-op shooter with stunning character design and mind blowing physics. The game, which was on show behind closed doors at the Electronic Entertainment Expo (E3) in Los Angeles last month, is one of the first to utilise AGEIA’s groundbreaking PhysX chip.

“Artificial Studios are one of the hottest up-and-coming development studios around. We are greatly looking forward to working with them on their forthcoming releases.” said Shane Dodson, Managing Director, SouthPeak Interactive. “SouthPeak’s breadth of knowledge within the games industry was very appealing to us,” said Jeremy Stieglitz, President of Artificial Studios. “With more than 10 years of publishing experience, we are excited to be working with them on our upcoming titles.”

Monster Madness looks to bring back the old school multiplayer gameplay of classic cult games like Zombies Ate My Neighbors except now the game will be playable online and is due for release during the first quarter of 2007. When more news becomes available for Monster Madness we'll be sure to keep you informed.

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