Josh Posted April 25, 2011 Author Share Posted April 25, 2011 Note to self: check if bullet supports heightfield terrain (physx doesn't) My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 Show me a demo of this fracturing and gluing My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 25, 2011 Share Posted April 25, 2011 Actually a link to information regarding any for or against argument for any of the engines would be helpful to make an informed decision. AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Brent Taylor Posted April 25, 2011 Share Posted April 25, 2011 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. There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?" Let's make things happen. Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 I talked to someone from nvidia and they approved my account for the mobile versions. I guess physx 3.0 is coming out next week, and I am getting that too. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 I will say that sometimes it's best to do what other people aren't. Torque and unity both use physx. If I use bullet, everyone who prefers bullet for whatever reason will come to me. If I use physx I'll just be offering the same thing those guys do. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 Yes, that's a good tactics, especially when people use Microsoft products, then just do the opposite and you are the best! ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 And theres a good chance small console developers will want to use leadwerks if it means no third party license fees. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 Yes, most people prefer to pay once for a engine and then never again (except for some major upgrade, which is also a one time fee then). Annual and royalty fees per title are the most annoying things which everyone wants to avoid. You can't have everything for free, and people accept it to pay for their main tool. Interestingly Linux users are the most willing people to pay, as statistics have shown. But it's kinda logical, since they have more money left since their OS and other tools were free ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 25, 2011 Share Posted April 25, 2011 Interestingly Linux users are the most willing people to pay, as statistics have shown. But it's kinda logical, since they have more money left since their OS and other tools were free What stats? AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 What stats? For example the humblebundle stats. At the moment the total Windows users have paid more, but in earlier sales the Linux users won. However the per title sales is still lead by Linux users: Total payments: 173,255 Number of purchases $5.03 Average purchase $4.01 Average Windows $6.43 Average Mac $11.69 Average Linux ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 25, 2011 Share Posted April 25, 2011 As I thought .. "Mika stats". AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
knocks Posted April 25, 2011 Share Posted April 25, 2011 Torque you actually have the option of physx or bullet. My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 Which did they implement most recently? My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 As I thought .. "Mika stats". As I thought: Marley jealousy ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
knocks Posted April 25, 2011 Share Posted April 25, 2011 Which did they implement most recently? I believe bullet was first, physx was added due to problems with bullet’s threaded solver or something like that, way over my head . Now you just choose which you want and compile. My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 25, 2011 Share Posted April 25, 2011 As I thought: Marley jealousy wow thats like being jealous of Sarah Palins Nobel prize for advance theoretical particle physics .. oh wait.. The trouble is Mika its clear which You prefer but how are others to make an objective and informed decision when they first have to wade through your disingenuous agenda driven personal opinion being passed off by you as fact? AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 875000 dollar sounds like a reliable source to me. And I've always said that objective opinions are completely useless, since they don't tell you which one is the best. Subjective opinions actually help people to make the right decisions. ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 The fact torque switched physics is a giant red flag to me. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 It's a consistent decision for Torque, as they always make the wrong decisions. Just look what happened with Torque3D, it was a complete failure. So Bullet was indeed better, as it's made faster and faster all the time, and PhysX is stagnating and perhaps also getting slower. ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Brent Taylor Posted April 25, 2011 Share Posted April 25, 2011 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. There are three types of people in this world. People who make things happen. People who watch things happen. People who ask, "What happened?" Let's make things happen. Link to comment Share on other sites More sharing options...
LordHippo Posted April 25, 2011 Share Posted April 25, 2011 I voted for physx, beacause I have used it for a physics based behavior controll project, that simulates a 3 DOF robot in near future in a field containing 10 foreign controlled robots and a passive body, many times ( 10000 simulations, each lasts about 10 seconds in simulation world time! ). Back then I test it on both LE2's Newton and physx. Physx was about 2.5 times faster! By the way the GPU implementation is really nice, since some physics calculations are really parallel processing ready! EDIT: you can read more about the simulation here. Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Paul Thomas Posted April 25, 2011 Share Posted April 25, 2011 and PhysX is stagnating and perhaps also getting slower. Based on what? Personal preference, and 'stats,' should remain out of this discussion. It's why I'm pasting quotes from other sites (mostly the PhysX website/dev website or Wiki), not my personal opinions, or self-made facts. It seems it's between Bullet and PhysX, which is great. I don't mind either but I would never sit here and bash one with false information because I prefer the other. Link to comment Share on other sites More sharing options...
Josh Posted April 25, 2011 Author Share Posted April 25, 2011 I think lumooja secretly wants physx and he is trying to use reverse psychology. 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted April 25, 2011 Share Posted April 25, 2011 I'm using double reverse psychology! One folded would be too simple for me 1 ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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