[gameprogrammer] Re: Physics for games

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  -------.
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