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Friday, November 16, 2007
Ageia Introduces New Development Platform


AGEIA Technologies today announced the introduction of the AGEIA Adaptive Physics EXtensions (APEX) Development Platform.

AGEIA APEX provides game designers, developers and modders with a series of PhysX asset libraries and tools which help streamline the implementation of in-game physics.

The AGEIA APEX Development Platform consists of three components: Pipeline Offload, Scaling Level of Detail System and Pre-built Verticals.

AGEIA APEX begins with Pipeline Offload, which is driven by physics optimizations for the game engine that reduce the GPU and CPU bottlenecks for physics. This component of APEX is the foundation on which developers can build to fully empower the capabilities of the AGEIA PhysX processor. APEX is initially built around Epic Games Unreal Engine 3.

The Scaling Level of Detail System enables AGEIA APEX to dynamically scale the amount of physical simulation performed in the game to best utilize the processing capabilities of the system. For example, AGEIA APEX adjusts the number of particle emitters in a scene or can control the degree of fracturing in a destruction system. AGEIA APEX supports, and can scale to, single core, multi-core processor environments and systems with and without the AGEIA PhysX Processor. AGEIA APEX will also support Xbox 360 and PLAYSTATION 3.

Pre-built Verticals are highly tuned, physically-driven scenario libraries which enable developers to enable specific advanced physics features. These scenarios have been specified and developed using production game environments and can be selected by game designers and used as-is or customized, while still leveraging the original engineering effort. The availability of these modules help to minimize implementation time and engineering effort needed for the inclusion of state of the art gaming physics.

AGEIA APEX will be distributed at no additional charge with Unreal Engine 3.0 in early 2008. Future plans for expansion beyond Unreal Engine are also planned and will be distributed in a similar method in conjunction with other game engines.


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