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...
![](https://eu-images.contentstack.com/v3/assets/blt740a130ae3c5d529/bltba62518415cda0e2/652fe6ddbc479f8697ef691f/default-cubic.png?width=1280&auto=webp&quality=95&format=jpg&disable=upscale)
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
You May Also Like