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Nvidia PhysX 5.0 Announcement
18 Dec 2019





PhysX 5.0 is just around the corner, and we wanted to provide a look at all the new features! In this version, available in 2020, well be introducing support for a unified constrained particle simulation framework.

KEY FEATURES:
The Finite Element Model (FEM): an industry-standard simulation technique for deformable bodies. It is used extensively in the automotive and manufacturing industries to accurately simulate the structural strength of both rigid and soft assemblies.


Liquid simulations: Developers will be able to use discrete particle simulations to model granular flow. The implementation is scalable; robust-to-large time-steps can be used to stably simulate a wide range of liquids.


Arbitrary meshes: These can be simulated as cloth or rope using PhysX 5.0s constrained particle model. These meshes can be coupled with volume preservation constraints with application-defined pressures to simulate inflatable shapes. The mesh-based simulations also provide a model to simulate aerodynamic drag and lift. The constraint model supports springs so it can be used to create mass-spring systems.

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Happy Birthday Colbert





I hope you have a great day my friend

:Happy birthday :sifone :cheers :Soldier_salute :funky_chicken


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Distant Worlds 2 Sneak Peek #1 Ship Design
20 Dec 2019



A Teekan Spaceport in orbit around a planet

Weve been working on Distant Worlds 2 for more than four years now and we thought it was time to start giving you a few peeks behind the curtain. There is much more well be showing over the coming months, but well give you a first look today.

Please note that the screenshots included here are not from a final, polished release build so will in places include some unfinished areas and missing or placeholder art. There is much that is still subject to change between our current development build and the release.

In general, our goal for Distant Worlds 2 was to make a better Distant Worlds 1, with a new and modern engine. That is a pretty tall order given that by the time we got to the final Distant Worlds: Universe release, about nine years of development and design had gone into Distant Worlds 1.

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