Nvidia Physx drivers out
Nvidia Physx drivers out
If you've got a 8xxx or higher Nvidia card the you can get Physx support now!
http://pc.boomtown.net/en_uk/articles/a ... p?id=16520
There's also bonus levels for UT3 with extra destruction
http://pc.boomtown.net/en_uk/articles/a ... p?id=16520
There's also bonus levels for UT3 with extra destruction
yay i'm lucky to own one
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This is seriously making me consider using PhysX in my next production. Here's a nice review I found: http://www.guru3d.com/article/physx-by-nvidia-review/
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How will you handle the case of the end-user not having an nvidia card installed?Insomniacp wrote:This is why I chose Physx for my physics engine. Knowing that it will be ported to hardware was a good sign to jump on board imho.
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Do you fancy qualifying that statement at all?lostclimategames wrote:physics shouldnt be done on the client side anyways.
Please upload candidate patches to the tracker.
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This has nothing to do with dead reckoning lostclimate, this is for visual physics effects, cloth simulation, water simulation, dust clouds, explosion particles. It has absolutely no effect on gameplay, and I doubt anyone has hyped it's use so far for anything other then pretty fluid effects.
On the other hand, when you have a server that has to perform 20 million physics calculation per second (As it will handle every little gameplay-related physics calculation of every client), it may be useful to chuck an NVidia gpu on there and save shovel loads on that cpu workload.
On the other hand, when you have a server that has to perform 20 million physics calculation per second (As it will handle every little gameplay-related physics calculation of every client), it may be useful to chuck an NVidia gpu on there and save shovel loads on that cpu workload.
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yeah... I plan on adding physics to the client just to simulate it for them, though the server will decide if what happened is possible it won't do heavy physics calculations like cloth and things like that, since it would be pointless. It will just hold the data needed for a client to know what is happening and simulate it in it's own way. For example any FPS you can kill a person and the body will fall based on the clients specification. Since it is an object that holds no meaning it is useless for the server to calculate where it should land. Unless ofcourse you make it so the body will take damage for the player, but in counter strike if you have a few computers next to each other the body will most likely be in a different position on each of the computers. I kind of jumped off the topic though in a sense... Though if I were to make a single player game down the line it would be a great engine to use. As BlindSide stated aswell physx has some nice effects I can use, especially the cloth simulation, I played with that in the demo's and using it for capes would look very nice imho. I will also use it for spells like a fire ball and things of the like since they look good.