[gameprogrammer] Re: Physics for games
- From: David Olofson <david@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 2 Feb 2007 20:02:04 +0100
On Friday 02 February 2007 18:53, Edilson Vasconcelos de Melo Junior
wrote:
> Hi,
>
> I'm still choosing the physics library to work with. I was between
> ODE and Newton but now that I know that PhysX is free even for
> commercial use I don't know what to do :(
> I heard that PhysX (Novodex) is really the best. Is that true?
I have no idea what's best, although PhysX supposedly has a bit of an
edge on systems with hardware physics acceleration, as that appears
to be what it's designed for, primarily...
Either way, $50k doesn't exactly sound like free to me... I suspect
becoming a "licensed developer" involves substantial costs as well,
even by AAA title measures.
"What Does It Cost?
The AGEIA PhysX SDK is free for non-commercial
use. Standard pricing for commercial use is
$50,000/title/platform. Licensed developers who
implement PhysX accelerator support in their PC
title are not required to pay this fee."
I'm not even sure what "non-commercial" means here... It's most
probably not sufficient that your code is Free/Open Source, as that
doesn't automatically make the *game* non-commercial. Might be worth
checking, though.
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
'-- http://www.reologica.se - Rheology instrumentation --'
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