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Authoring Physically Simulated Destruction with NVIDIA APEX
In this session we will show how an artist can quickly add cinematic scale destruction to their game levels using NVIDIA APEX Destruction. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into a game engine, including a case study. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which greatly speeds up development of scalable, dynamic content without requiring a large engineering effort.
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