Physx and Torque
by Albert Steckenborn · in Torque Game Engine · 06/26/2006 (5:29 am) · 37 replies
Hello Guys,
i want to implement the Ageia Physics engine into TSE.
I already know these Post
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10258
I'm a beginner coder of c++ so it's a little bit too difficult for me to code it in alone. But may be we can do it together ? On the link (shown above) it's only implemented into the TGE but i need it into the TSE. The TSE terrain is working completely different.
I'm posting here because no one is replying there and i hope it's related that no one see the linked site. I do not hope that no one is interested in PhysX :-D
Greetings
i want to implement the Ageia Physics engine into TSE.
I already know these Post
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10258
I'm a beginner coder of c++ so it's a little bit too difficult for me to code it in alone. But may be we can do it together ? On the link (shown above) it's only implemented into the TGE but i need it into the TSE. The TSE terrain is working completely different.
I'm posting here because no one is replying there and i hope it's related that no one see the linked site. I do not hope that no one is interested in PhysX :-D
Greetings
About the author
#2
06/26/2006 (8:06 am)
@C2 - I have heard rumors of an official integration :0
#3
06/26/2006 (8:57 am)
It will be good to get an official statement if it's so or not :-D
#4
^Aha.
06/26/2006 (10:37 am)
Official? Like AGEIA + GG --> TSE with complete PhysX integration? Quote:John Moore: "You know aparently at IGC, garage games were speaking to ageia about their intentions to officially support physx in TSE. Theres a thread in the support forum which one of the employees said about it."
^Aha.
#5
06/26/2006 (11:32 am)
@C2 - no I got an e-mail from Ageia, it saidQuote:
If you are integrating into TGE you may want to ask the torque guys about our talks ;)
#6
06/26/2006 (11:32 am)
It sounds good and i hope it will be real, but it's not official ^^
#7
I have a hard time believing it though, but maybe. There's a *ton* of work integrating a new physics engine, and I know GarageGames won't do it decently, they want the full deal with networking.
06/26/2006 (12:32 pm)
There's also a thread (as has been said in the other thread on GG, search!) on Aegia which basically says there might be an integration of PhysX into TSE.I have a hard time believing it though, but maybe. There's a *ton* of work integrating a new physics engine, and I know GarageGames won't do it decently, they want the full deal with networking.
#8
06/26/2006 (1:24 pm)
-> moved to the ressource page<-
#9
06/26/2006 (1:40 pm)
Please post this in a new thread, this thread is about discussion around Torque & PhysX, not tech support. Go to the resource and ask for help.
#10
i've opened these post not for discussing Torque and PhysX.
I opened it to ask for help to implement it.
But i can also post it to the ressource page
06/26/2006 (1:46 pm)
Hi,i've opened these post not for discussing Torque and PhysX.
Quote:
But may be we can do it together ?
I opened it to ask for help to implement it.
But i can also post it to the ressource page
#11
06/26/2006 (1:52 pm)
Why implement it now, if you're an inexperienced C++ user, and it hardly supports much in TGE as it is. Wait until it becomes a little more robust, then work on porting it. It's kind of pointless to port the 0.1 version now to TSE.
#12
I can sit and wait and i hope it will be a full implementation anytime. But what is when the same is happened here ? Them i have wasted my time.
Yes. i'm inexperienced in c++ but i know the basics. I only have to understand how everything is working together. I'm willing to learn it but somethimes i need a little help for starting.
Thx
06/26/2006 (2:20 pm)
Take a look into the ODE Script Resource. Great stuff at the beginning but no update since 6 month.I can sit and wait and i hope it will be a full implementation anytime. But what is when the same is happened here ? Them i have wasted my time.
Yes. i'm inexperienced in c++ but i know the basics. I only have to understand how everything is working together. I'm willing to learn it but somethimes i need a little help for starting.
Thx
#13
I'm afraid that you 're right. What i'm wondering is that only less people seems to interested to have an other physics engine implemented. There are three blogs of ODE and one of PhysX but all are not updated since long time.
07/18/2006 (11:29 pm)
Quote:
Why implement it now, if you're an inexperienced C++ user, and it hardly supports much in TGE as it is. Wait until it becomes a little more robust, then work on porting it. It's kind of pointless to port the 0.1 version now to TSE.
I'm afraid that you 're right. What i'm wondering is that only less people seems to interested to have an other physics engine implemented. There are three blogs of ODE and one of PhysX but all are not updated since long time.
#14
07/19/2006 (1:01 am)
It's not that little people are interested in another physics engine. It's that it's such a huge task. A lot needs to change for it to work properly.
#15
07/19/2006 (7:49 am)
I hope there's no official integration with PhysX. It costs $50k to use it in a commercial game. It would be much better to integrate Newton or Bullet (both totally free for commercial use, as far as I know) so there's no huge expense attached. PhysX is mostly useless if you plan to sell your game.
#16
They will probably have an seperate license agreement for license holders.
Read what Josh Moore wrote on the other forum post (linked at the top of this thread).
When you look at cost section from their page, you'll see that they have sorta subcontracted before.
The other thing about non-free Physics are that you get support... Think about it, how many people have integrated the *free* solutions? Not many. Now go ask those people who have implemented it, if they would've paid for a little support... huh huh?? Thought so ;-)
07/19/2006 (8:31 am)
That's just a stupid statement. Do you really think as the cheapest and best game engine GarageGames are now gonna make you pay that amount for physics? No... off course not.They will probably have an seperate license agreement for license holders.
Read what Josh Moore wrote on the other forum post (linked at the top of this thread).
When you look at cost section from their page, you'll see that they have sorta subcontracted before.
The other thing about non-free Physics are that you get support... Think about it, how many people have integrated the *free* solutions? Not many. Now go ask those people who have implemented it, if they would've paid for a little support... huh huh?? Thought so ;-)
#17
07/19/2006 (10:54 am)
@Jason - This has been said SO MANY TIMES:Quote:
The license of PhysX is following:
Free if the game makes significant use of the PhysX HW
#18
07/19/2006 (10:56 am)
I was just about to post that. :)
#19
If you notice the fine print, it says "Through some of our middleware partnerships, such as UE3, Gamebryo 2.2, and others--often limited to non-commercial use" and you conveniently ignored the part about it being free "if the game makes significant use of PhysX HW". How many people have the hardware to meet that requirement? Kind of limits the potential market, doesn't it?
What you should have quoted to reassure your bloated ego is:
"Fee may be waived at our disgression for some Tools & Middleware providers"
This makes sense if GG came to an agreement along those lines, but I haven't seen an official statement so it's speculation for now.
07/19/2006 (11:45 am)
Please allow me to continue to make stupid statements (btw, you high and mighty folks are free to ignore things that have been said before by us mere mortals).If you notice the fine print, it says "Through some of our middleware partnerships, such as UE3, Gamebryo 2.2, and others--often limited to non-commercial use" and you conveniently ignored the part about it being free "if the game makes significant use of PhysX HW". How many people have the hardware to meet that requirement? Kind of limits the potential market, doesn't it?
What you should have quoted to reassure your bloated ego is:
"Fee may be waived at our disgression for some Tools & Middleware providers"
This makes sense if GG came to an agreement along those lines, but I haven't seen an official statement so it's speculation for now.
#20
@ Jason - If you took the time to e-mail Ageia you will find that they say something like this:
Edit: My spelling sucks :(
07/19/2006 (12:16 pm)
@ C2 - lol@ Jason - If you took the time to e-mail Ageia you will find that they say something like this:
Quote:That is a quote from an e-mail sent to me, no small print in those e-mails
The SDK is free for any commercial or non-commercial product as long as you include PhysX-hardware-accelerated features in your game. Otherwise it's $50K.
Edit: My spelling sucks :(
Torque Owner Chris Byars
Ion Productions