If you want to use any type of off screen rendering process, then frame buffers are probably the go for you. They allow you to render an entire scene, directly to a texture.
Just like we assign materials to objects in OpenGL, we assign materials to objects in PhysX, only here they don't affect lighting, they affect the physical 'touch' of an object.
PhysX, just like OpenGL, needs to be setup, but and instead of setting the OpenGL state, we setup our PhysX scene. Inside a scene, is where all collisions and physics are calculated.
PhysX is the physics API by Nvidia, and I had a play with it back when Ageia owned it. I am not sure how current these tutorials are, but I am keeping them up in the hope they help someone.
You start off with a flat quad, and you make it look some highly detailed 3D geometry. All computer games do it to a degree, and this is a little compilation of different methods that have been used over the years, and are still being used, in today's games.
Overclocking ones system is usually kept to the hardcore gamer who wants maximum performance out of their computer, all in the bid for those few extra frames per second. This guide, while a little old, is still extremely valid for those looking to overclock their CPU, GPU and even RAM.
The OpenGL drivers can be tricky for some people to find, and whilst I recommend using GLEW and FreeGLUT, feel free to download these files, although they may be out of date.