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Re: Which physics engine do you want for Gamestudio? [Re: fastlane69] #204368
04/28/08 21:24
04/28/08 21:24
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
I really like the look of newton, but I am already able to use it with A7, thanks to ventilator. Newton is most probably slower than PhysX and has less features. I really like the features of PhysX and thus voted for it. The most important difference I see between Bullet and PhysX is the work NVIDIA puts into PhysX.

Re: Which physics engine do you want for Gamestudio? [Re: Slin] #204416
04/29/08 07:42
04/29/08 07:42
Joined: Feb 2007
Posts: 353
A
amy Offline
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amy  Offline
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A

Joined: Feb 2007
Posts: 353
Bullet gets funded by Sony Computer Entertainment. They hired Erwin Coumans (a former Havok employee) to work full time on it.

If Gamestudio has PhysX built-in like currently ODE (directly in the acknex.dll), won´t every project need the driver then no matter if it uses physics or not? That´s unacceptable to me.

I think if you absolutely want to use PhysX then the dual physics engine solution like Fastlane69 mentioned would be best. Replace ODE with Bullet in all editions and offer PhysX for the professional edition as an add-on. There already are physics engine abstractions layers out there so maybe this wouldn´t be that much work. It also would be one more good incentive for the professional edition again (at least for people slavishly following marketing hype :p).

Re: Which physics engine do you want for Gamestudio? [Re: amy] #204422
04/29/08 08:08
04/29/08 08:08
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Alberta, Canada
I don't really understand why the driver would be an issue though. It would be a very small install compared to a regular project size, and it could be included in your install process. Perhaps Conitec could also make it so that if you are not using the physics engine, you can set a certain define and you won't need the drivers at all.


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Re: Which physics engine do you want for Gamestudio? [Re: William] #204439
04/29/08 10:15
04/29/08 10:15
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
not everyone wants to do big games. there also are small casual games, visualisations, simulations,... and not everyone wants to distribute their project as an installer. it's about freedom to do it like you want and this driver makes no technical sense at all.

i voted for newton and dislike physx in its current state but somehow i like the multiple engine idea too. \:\)

Re: Which physics engine do you want for Gamestudio? [Re: ventilator] #204442
04/29/08 11:01
04/29/08 11:01
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
I want whatever physics engine has the least problems with stuff suddenly flinging around inexplicably and bouncing around the level!!! so, the most reliable.; which one is that? It seems like they all do the same thing, but which is most stable and compatible with hardware,and easiest and quickest to work with?

Re: Which physics engine do you want for Gamestudio? [Re: JetpackMonkey] #204453
04/29/08 12:37
04/29/08 12:37
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline OP

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jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
The main problem that people have with PhysX seems to be the huge driver. Just for information - I can guarantee that you won't need the driver when physics is not used in your app.

It is very likely that in the future the PhysX driver is automatically installed, or at least available when you install an nVidia card, and will probably become just as easily available as the DirectX library.

What we certainly won't do is implementing different libraries in the Commercial and the Pro Edition. We will support only one library, and will maintain backwards compatibility to the current physics functions.

Re: Which physics engine do you want for Gamestudio? [Re: jcl] #204460
04/29/08 12:58
04/29/08 12:58
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Posts: 4,615
Cambridge
if that's the case i will change my vote from bullet to physx.

Re: Which physics engine do you want for Gamestudio? [Re: Joey] #204461
04/29/08 13:00
04/29/08 13:00
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
 Originally Posted By: Joey
if that's the case i will change my vote from bullet to physx.


same.


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Re: Which physics engine do you want for Gamestudio? [Re: Quad] #204502
04/29/08 16:54
04/29/08 16:54
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
And I change my vote from Newton 2 to PhysX, too.


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Re: Which physics engine do you want for Gamestudio? [Re: Joey] #204517
04/29/08 18:06
04/29/08 18:06
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
 Originally Posted By: Joey
if that's the case i will change my vote from bullet to physx.

same here


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