So whos going to do a PhysX binding then?

http://ageia.vnewscenter.com/press.jsp?id=1163672411186

[quote]Technologies, Inc., the pioneer in hardware-accelerated physics for games, today announced that it has implemented a new End User License Agreement (EULA) that allows the PhysX™ SDK to be used and its runtime components distributed in all commercial and non-commercial PC projects – completely royalty free. The new EULA allows game developers of any size to harness the power of the physics in their titles with a simple, no-fee license.
[/quote]

Do they have an acceptably fast software implementation too?

Cas :)\

I know it’s got a software implementation, but I’m not sure how well it stacks up (ha!) against other physics APIs. I believe it’s powering the physics in the next Unreal Tornament game too.

… lol.

anyway, I propose: org.lwjgl.physx

I don’t propose actually doing it myself, though. :wink:

and yes, indeed, Unreal Tournament 2007 is using PhysX

I have a half-assed binding thats hand writting against a pretty old version somewhere that has so many bugs, that it has officially become an 8 legged freak; Id love to start again with a few people doing it with me. Regarding the software implementation, its on par with havok if not superior. Also, its multithreaded so should be running quite nicely on those multicore CPUs…

DP

does it work on other OS’s than windows ?

“The PhysX Accelerator and AGEIA PhysX system software require a PC running Windows XP Pro, Home or Media Center Edition or Windows Vista with the most recent service pack installed[…]”

Boo! Hiss!

Bah, I have to admit that I didn’t check the platform availability - I’d have thought that a pc build should be platform independant enough but apparently they’ve not bothered to try. :frowning:

That certainly makes it less attractive… :-\

yes, it does… :-\

Someone could pop them an email to find out if they have a linux version that they just have not released to the public yet. You never now unless you ask.

How annoying! >:(

I understand why Linux and Mac isn’t a priority for them, but the expense of making the SDK cross-platform must surely be minimal for this kind of thing. What kind of windows-specific stuff would help with a physics engine?

Also, from the FAQ: The “Gaming Power Triangle” ::slight_smile:

I’d heard it was available on other platforms - whether this is a dumb rumour, a misunderstanding, or an “exclusive to licensees” I don’t know.

However, I’d hoped to use it on a major online game, which would require it ran on linux (for reasons that ought to be obvious).

Equally … PS3 is very linux-like, so if they want to run on console, linux ought to be in the pipeline.