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Realtime Worlds Picks Nvidia's PhysX For APB

Nvidia says that Realtime Worlds will use its PhysX technology on its upcoming Unreal Engine 3 multiplayer title, APB (All Points Bulletin), which will use its phy...

Leigh Alexander, Contributor

August 18, 2008

1 Min Read

Nvidia says that Realtime Worlds will use its PhysX technology on its upcoming Unreal Engine 3 multiplayer title, APB (All Points Bulletin), which will use its physics effects for explosions, car accidents and character reactions when hit. PhysX consists of a middleware engine, API and middleware platform compatible with Wii, PlayStation 3, Xbox 360 and PC, and Nvidia says the tech can run on either the CPU or any CUDA general-purpose parallel processor, including its own GeForce GPUs, with which PhysX supports scaling. The Scottish Crackdown developer recently regained the rights to APB from Korean company Webzen and continues to develop the game at its Dundee studio, and raised $50 million in Series B financing to fund the project. Realtime Worlds CEO Dave Jones says, "In order to fully realize the vision of APB, it was essential to include next-generation physics in our game world. This is why we choose to standardize our development on GeForce GPUs and NVIDIA PhysX technology, the combination of which has given our developers the power and freedom to deliver the first action and physics based combat gameplay into the massively multiplayer online space."

About the Author(s)

Leigh Alexander

Contributor

Leigh Alexander is Editor At Large for Gamasutra and the site's former News Director. Her work has appeared in the Los Angeles Times, Variety, Slate, Paste, Kill Screen, GamePro and numerous other publications. She also blogs regularly about gaming and internet culture at her Sexy Videogameland site. [NOTE: Edited 10/02/2014, this feature-linked bio was outdated.]

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