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Brent Taylor

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Posts posted by Brent Taylor

  1. The fact torque switched physics is a giant red flag to me.

     

    I'm not sure that information is correct. I've been a Torque Game Engine license holder since roughly 2002/2003. I've recently purchased Torque 3D and I was given a TGEA license along with that. TGE has never used Bullet physics, nor has Torque 3D. Now it's possible TGEA at one point supported Bullet, but I can find no references to it on the forums or via Google. The only thing related I could find is a resource on adding Bullet physics and removing PhysX support for TGE, TGEA and Torque 3D.

     

    @Knocks, I'd really like to know where you found your info. I'm not saying you're wrong, just that I couldn't find any info on it. I'm actually working on porting Torque 3D to Bullet, so if there was a problem, I'd reaaaaallly like to find out about it sooner rather than later.

  2. The problem is, that unless you're an SDK owner, you can't convert the models for use in Leadwerks without a tool such as UUW3D.

     

    Now that said, I've been highly considering writing native exporters for Blender, XSI and possibly Lightwave (when I attain a license in the next few months). As long as nvidia's DDS tools are installed on the system, it should be relatively trivial to automate the entire process, including .mat file production. I just need to have some room to develop it (I've got too many pojects on the table).

  3. I think you probably have to pay big licensing fees on consoles and mobile devices, but I will look into it further.

     

    I don't think Newton's development is going anywhere. I do like that bullet has motorized joints built in, and displays joints visually in a creative way. Not sure how Bullet stacks up against PhysX.

     

    Assuming there are no iOS/Android licensing issues, and considering that open source is either neutral or a negative to me, why would anyone choose Bullet over PhysX?

     

    It really depends on where you want Leadwerks to go. I personally prefer PhysX over Bullet in most cases. My issue would be the licensing. Even if the licenses for PhysX on iOS and Android are free (and I tend to think they are, seeing as the UDK uses PhysX and has an iOS release) for use, they certainly are not free for the Xbox 360 or PS3. On the consoles, it's my understanding that the licensing fee is fairly steep and per title. Anyone using the engine for consoles would have to pay that fee. In addition, as a middle ware developer, you also have to pay a fee for usage and redistribution which is several times the cost of a game title usage license.

     

    Is it a concern right now? Probably not. Especially if you intend to be able to swap out the physics system trivially.

  4. I think it's good that only UU3D works in a professional pipeline. All 3D modeller's export routines are broken, and I hope it will always be so, because then UU3D is the only working pipeline, and we can focus on one 100% working thing instead of a million broken things.

     

    Exaggerate much? The only current modeling package I'm aware of with broken exporters is Blender (Collada comes to mind).

  5. I voted for Bullet for a few reasons. First and foremost, it works on mobile devices. PhysX does not. Havok, while apparently works on mobile devices, has rather restrictive licensing terms. Unless the license has changed since I last checked, Havok is only free on the PC if you're selling a game under $20 or $50 (I can't remember which, but believe it to be $20).

     

    I honestly have little to no experience with Newton, outside of Leadwerks. But I have used Bullet in the past and found it great to work with.

  6. I'm not actually at my computer right now so I'm unable to check myself. According to the wiki, none of the 2D Drawing commands have a lua equivalent. Is this correct? Or is the documentation simply out of date now due to the server backup mishap?

     

    Just looking into doing a screen fade effect for my MAGIAM project and wanted to double check.

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