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Josh

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  1. Newton is far more stable than PhysX, ODE, Havok, etc., because it is based on real physics equations and does not cut corners. I also have a good link to the developer, and have gotten a few features implemented specially. For example, PhysX does not have any kind of dynamic heightfield body, so our dynamic terrain and editor would be impossible with it.

  2. Yes. You'd even be better off with an 8800 over a 9600.

     

    Basically, any NVidia card where the second number is less than 8 is a budget card: GEForce 9600, 8400, 240. They just keep repackaging the same slow cards and selling them for cheaper under a new name.

     

    The real cards are like 7950, 8800, 9800, 280, 295, etc.

     

    I know, it's a terrible naming scheme. Confusing the customer so they don't even know which one is faster is not a good way to sell hardware.

  3. As a general thing, I recommend against Win7-64 unless you need that extra RAM for some reason. I am running Win7 64-bit and the only benefit I get are two "Program Files" folders and EFax and a bunch of other programs won't run.

     

    This is the third 64-bit OS and it still hasn't caught on.

  4. I do like the idea of an infinite world, but if I were designing such a system...

     

    -I wouldn't allow mesh modification.

    -There would be a stricter "model" class. It would not be possible to make changes to the mesh hierarchy after loading a model.

    -The engine would differentiate between static and dynamic objects. Static objects that are part of the scene would be be alterable in any way.

    -It is likely scenes would require some kind of baking/pre-compiling step.

     

    So it would really be an entirely different project. You might not realize how different the design would be, but to me it is like you are saying I should start over from scratch.

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  5. An engine like FC2 has to be designed that way from the very start. The problem is a lot of compromises have to be made for it to work. What happens if you modify a mesh, and then it goes out of the playable region? Then when it is reloaded, the mesh is unmodified? What about scripted entities? When they go out of the region and then come back in, all Lua data will be lost? So the user will have to have a save function to save any important info about the lua state so it can be saved across transitions. There are so many complications this would add that most users would be very frustrated by it.

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