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TGS Tech Joins ARTECHOUSE for Peak Bloom: Dome Experience 03/17/2026

TGS Tech is proud to support the opening of Peak Bloom: Dome Experience at The Dome at Hi-Lawn in Washington, DC.

Our Founder and CEO Sarrene Miller has been in active conversation with the ARTECHOUSE team around what shared possibilities look like at the intersection of immersive experience and real-time interactive technology, and will be attending the VIP pre-opening on March 18 as a guest of ARTECHOUSE

TGS Tech Joins ARTECHOUSE for Peak Bloom: Dome Experience TGS Tech Founder Attends VIP Pre-Opening of Peak Bloom: Dome Experience at The Dome at Hi-Lawn The immersive cherry blossom-inspired experience Pea...

TGS Tech Participates in SEC Small Business Forum 03/13/2026

TGS Tech Founder and CEO Sarrene Miller recently participated in the 45th Annual SEC Small Business Forum, joining industry leaders and policymakers in discussions focused on capital formation challenges facing deep technology startups. During the forum, Miller raised key questions about funding pathways companies past the accelerator stage, contributing to recommendations that will be formally submitted to Congress, the SEC, and the SBA.
Read the full recap on our website.

TGS Tech Participates in SEC Small Business Forum TGS Tech Founder Sarrene Miller Participates in SEC Small Business Forum on Startup Capital Formation Policy discussions focused on funding challen...

Apex Engine - Dev Log: January- Physics Engine R&D 01/05/2026

𝗔𝗽𝗲𝘅 𝗘𝗻𝗴𝗶𝗻𝗲 𝗗𝗲𝘃 𝗟𝗼𝗴: 𝗝𝗮𝗻𝘂𝗮𝗿𝘆 𝟭, 𝟮𝟬𝟮𝟲
https://apexengine.com/news/updates/dev-log-january-physics-engine
2025 was a year of foundational work, much of it intentionally invisible. Architecture validation, subsystem testing, refactors, and technical decisions made with real-time collaboration and long-term scale in mind. One of the more time-consuming areas this past year was physics evaluation and validation.

𝗣𝗵𝘆𝘀𝗶𝗰𝘀 𝗘𝘃𝗮𝗹𝘂𝗮𝘁𝗶𝗼𝗻: 𝗣𝗵𝘆𝘀𝗫 𝘃𝘀 𝗛𝗮𝘃𝗼𝗸
Apex Engine has strict requirements around determinism, collaboration, and long-term flexibility. Physics directly impacts synchronization, shared world state, live editing, and multi-user authority. Throughout 2025, I re-validated NVIDIA PhysX and Havok across these constraints, including cross-platform behavior and engine-level integration, following a major upstream update.

This process was as much about separating industry myths from reality as it was about performance.

𝗞𝗲𝘆 𝗖𝗹𝗮𝗿𝗶𝗳𝗶𝗰𝗮𝘁𝗶𝗼𝗻𝘀
PhysX vs Graphics APIs: PhysX does not depend on any graphics API. Vulkan, DirectX, Metal, and OpenGL are consumers of physics output, not requirements. Physics runs independently and feeds transforms to the renderer.
Vulkan Support: CPU PhysX is fully compatible with Vulkan-based renderers. Vulkan is irrelevant to PhysX internals. PhysX does not use Vulkan compute shaders.
The HLSL Myth: PhysX does not require HLSL. GPU PhysX uses CUDA C++. HLSL may appear only in optional visualization or sample layers, not in the physics simulation itself.

𝗣𝗿𝗮𝗰𝘁𝗶𝗰𝗮𝗹 𝗧𝗮𝗸𝗲𝗮𝘄𝗮𝘆𝘀 𝗳𝗼𝗿 𝗘𝗻𝗴𝗶𝗻𝗲 𝗗𝗲𝘀𝗶𝗴𝗻
Havok and NVIDIA PhysX are both mature, capable physics engines. After extensive evaluation, Apex Engine selected NVIDIA PhysX as its primary physics foundation.

The decision was driven by deterministic simulation, cross-platform support, Vulkan-first rendering, and long-term maintainability in a real-time collaborative environment.

Havok remains a strong solution in specific contexts. For Apex Engine, PhysX provides the balance of control and flexibility needed to support live collaboration and consistent world state across development, testing, and production.

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Apex Engine - Dev Log: January- Physics Engine R&D Apex Engine, brought to you by TGS Tech, powers your creativity with a real-time cloud-based game and 3D interactive engine featuring a live gamified development process for collaboration and innovation.

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