Physx T3D licensing free?
by BryceSquared · in Torque 3D Professional · 10/18/2009 (5:07 am) · 10 replies
If i make a game with the physx libraries in it, do I have to pay Nvidia anything, or is it free for life?
#2
I assume they did not take that suggestion seriously because I think they already had a working integration of PhysX in TGEA/TGE but did not want to divulge that information. They wanted to 'hype' rather than really talk about it. Otherwise, I see no point in not selecting BULLET as it is nearly the best (& with the fewest strings attached) physics lib around. Currently #3 most used in industry.
I am not sure what Nvidia is doing with PhysX, I assume something big because they are being secretive and patronizing in their forums.
We'll see.
10/18/2009 (12:35 pm)
I remember mentioning BULLET to Brett and some of the GG team, in IRC, when they asked what Physics package should go into T3D.I assume they did not take that suggestion seriously because I think they already had a working integration of PhysX in TGEA/TGE but did not want to divulge that information. They wanted to 'hype' rather than really talk about it. Otherwise, I see no point in not selecting BULLET as it is nearly the best (& with the fewest strings attached) physics lib around. Currently #3 most used in industry.
I am not sure what Nvidia is doing with PhysX, I assume something big because they are being secretive and patronizing in their forums.
We'll see.
#3
10/18/2009 (1:13 pm)
PhysX also disables GPGPU acceleration when it detects ATI cards. Even if you have a GeForce of some sort.
#4
* Commercial & non-commercial use on PC
-> Must keep registration information currect
-> Must agree to the EULA at the time of download (pops up, but is copied below)
-> Available for Windows & Linux (soon)
-> 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
http://supportcenteronline.com/ics/support/default.asp?deptID=1949
10/18/2009 (4:37 pm)
Free:* Commercial & non-commercial use on PC
-> Must keep registration information currect
-> Must agree to the EULA at the time of download (pops up, but is copied below)
-> Available for Windows & Linux (soon)
-> 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
http://supportcenteronline.com/ics/support/default.asp?deptID=1949
#5
10/18/2009 (5:59 pm)
No Mac support. No sale! Bullet is the winner, in my opinion :)
#6
As for the OSX support: Guess thats comming but will require some rewired physx to remove ppu support and get rid of the virtual driver for that purpose that clutters the windows usage.
10/18/2009 (7:37 pm)
PhysX gpu acceleration requires cuda which requires a DX10 card.As for the OSX support: Guess thats comming but will require some rewired physx to remove ppu support and get rid of the virtual driver for that purpose that clutters the windows usage.
#7
I am using Bullet with my GMK implementation, but I have not tested the physics on all card types yet.
10/26/2009 (6:31 pm)
So Bullet will work "Equally" on both ATI and NVIDIA cards right?I am using Bullet with my GMK implementation, but I have not tested the physics on all card types yet.
#8
10/26/2009 (8:16 pm)
I don't think that Bullet is using GPUs at all, its multithread cpu bound but I might naturally be wrong there.
#9
10/26/2009 (8:18 pm)
You are correct, Marc. The core of Bullet does not use GPU stuff (this is not necessarily a bad thing imho).
#10
EDIT: Yes, a very stupid question.
10/29/2009 (8:35 am)
if i get bullet in there? will i have to write my own object classes? (probably a stupid question)EDIT: Yes, a very stupid question.
Torque Owner Ivan Mandzhukov
Liman3D
I know there is a known exeption for the Playstation games,because Sony paid a lot of money to Nvidia for a free usage.
Actually i would prefer to see Bullet integrated to T3D,instead using Physx.