[gameprogrammer] Re: Physics for games

David Olofson wrote:

> 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.

http://devsupport.ageia.com/ics/support/KBAnswer.asp?questionID=378

Free:

    * Commercial & non-commercial use on PC
          o Must keep registration information currect[sic]
          o Must agree to the EULA at the time of download (pops up, but
is copied below)
          o Available for Windows & Linux (soon)
          o No PhysX HW support requirement
    * PS3 platform (through Sony pre-purchase)
    * All platforms through some of our middleware partnerships, such as
UE3, Gamebryo 2.2, and others

$50k per platform:

    * Xbox 360

> 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.

From the same page, "Open-source usage is limited only to the most
middleware-friendly license model."  Which is surprisingly enlightened,
they don't mind if your use of the PhysX API is visible for all to see.
-- 
 Matthew Weigel
 hacker
 unique@xxxxxxxxxxx

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