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It's DX9 only.![]()
That’s a good marker to show where each companies (Nvidia & ATI) priorities’ are at. Nvidia is determined to push and market it’s own proprietary IP whereas ATI want to push developers down the DX11 and open CL route.
Depending on the game environment - I've not found bullet to work very well in typical game useage (slows down pace for the player or becomes clunky/awkward when they have to interact with the physics). I'm using a modified version of ODE myself but its a little prone to "exploding" if I'm not really careful - but its a bit easier to implement into the game flow.
That’s a good marker to show where each companies (Nvidia & ATI) priorities’ are at. Nvidia is determined to push and market it’s own proprietary IP whereas ATI want to push developers down the DX11 and open CL route.
I don't know of any OpenCL GPU accelerated games, I own several PhysX games. (Metro2033, BatmanAA, Cryostasis, Mirrors Edge, Darkest of Days, Dark Void, GRAW, Warmonger, UT3)
metalmackey said “Isn't the point that the games you mention have nothing in them that couldn't be done on a decent CPU. “
That’s not really true is it? I have yet to see any games with full dynamic cloth that tears and liquids that run decently on the CPU. But I have to admit I have not been keeping up on CPU physics in recent games. It was certainly true a few years back then CPU's could not do the work at playable speeds
The only problem I see with PhysX is that it’s locked to NVidia. What we need is a hardware physics API that works on all GPU’s. What they should do is add PhysX to DirectX and let everyone fully use it. Or come up with a new hardware physics API that everyone can use.
Cool that DX11 is non proprietary now , awesome!