[gameprogrammer] Re: Physics for games
- From: Matthew Weigel <unique@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 02 Feb 2007 14:36:58 -0600
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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