u guys are noobs!!big noobs
@gamedude:if u want to implement a physics engine do it yourself
@cassini :no one told u to download bullet and besides download what u like and i am really with bitplane that the license is the first thing to look before using it in your projects
@SmallNelson:well and what companies do use irrlicht!? it doesn't matter really because companies prefer to do their things to keep independent and also away from bugs and errors
@Dorth: ahhh AGEIA PhysiX is not free for commercial proposes!!? so how it is free or did they make it free for commercial proposes!?
The AGEIA PhysX SDK is now free for use on PC under our new EULA--for both commercial and non-commercial use. All we require is that you accurately filled in and maintain the *required fields in your registration details for this site ("My Support->My Settings" if you already have an account) and accept the EULA when you download the files.
Free:
* Commercial & non-commercial use on PC
o Must keep registration information currect
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
* Fee may be waived at our discretion for multi-platform developers providing PC HW support
* Fee may be waived at our discretion for some Tools & Middleware providers
Just nevermind, I was just asking for better built physics engine in Irrlicht, now it dosen't matter as there are plenty of other good physics engine's out there.
GameDude wrote:Just nevermind, I was just asking for better built physics engine in Irrlicht, now it dosen't matter as there are plenty of other good physics engine's out there.
Back on this subject, I think it would be nice if the ISceneCollisionManager was redesigned so that the internal collision stuff could be easily replaced with a physics library of the user's choice. If all the physics wrappers could just be implementations of a collision manager then people wouldn't need to write their programs around the physics wrapper, people could share code across projects, or easily switch between physics libraries.
well, i'm not really in a position to do it at the moment as i've not looked at all the different physics engines, what functionality they offer, and how the user interacts with them. so it would mean lots of research.
however, if people (esp. the wrapper developers) want to get together and debate a new collision manager interface, we will be listening!
hmm, what's in store for 1.4?
I can only promise the things in this list, but hopefully also lots more too. hopefully luke's animation system and also some nice surprises
iZigoo wrote:The license is very important for professional use.
iZigoo
Maybe some professional developers go for free stuff.
My impression was that professional developer dealt with developers by writing a real contract and each case was different. I do not know of too many developers that are using free stuff to make big titles but I guess I am wrong then.
Valve licenses Havok,
Unreal licenses Physxl
SmallNelson wrote:Maybe some professional developers go for free stuff.
I think you misunderstand the word 'professional'. Just like there are other shops than Walmart, there are other games companies than the big boys like Valve.
I would be very surprised if anyone here was writing a big title.
iZigoo wrote:The license is very important for professional use.
iZigoo
Maybe some professional developers go for free stuff.
My impression was that professional developer dealt with developers by writing a real contract and each case was different. I do not know of too many developers that are using free stuff to make big titles but I guess I am wrong then.
Valve licenses Havok,
Unreal licenses Physxl
and even more professional stuff is free. linux is rly professional OS and its free, so is irrlicht, so is newton, so is bullet, so is ODE. Your impression is like professional == $money$, thats not true...