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AppGameKit Classic Chat / A DarkPhysics like solution?

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kordman916
17
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Joined: 5th Oct 2007
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Posted: 31st Dec 2012 08:07
Hey, so I've grown to love AppGameKit and I cannot wait until the 3D support is more developed! I do however wonder if TGC will release some sort of physics solution for AppGameKit?

It would make getting things working a lot easier than programming our own physics and I can guarantee people will buy it if executed properly!

Would you like a physics solution for AppGameKit? I know I would!

Asus N53Sn, Core i7 2.9ghz,
16 Gig DDR3 ram, Geforce 550M 2Gb
baxslash
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17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 31st Dec 2012 10:47
We plan on adding either PhysX by nVidia or Bullet physics or something very similar. It is definitely planned at some point although I can't promise when.


this.mess = abs(sin(times#))
MrValentine
AGK Backer
13
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Playing: FFVII
Posted: 31st Dec 2012 11:38
PHYSX!!!!!!! not so keen on bullet I believe theres a licence fee involved?

I was not sure if PhysX was available on mobile platforms yet... is it? if so I would be very greatful for it being used...

baxslash
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Posted: 31st Dec 2012 12:27
I'm not sure which system we'll use yet. It might be that we need different systems for different platforms, I guess we'll have to wait and see. I thought bullet was free but I could be wrong.


this.mess = abs(sin(times#))
MrValentine
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Playing: FFVII
Posted: 31st Dec 2012 12:42 Edited at: 31st Dec 2012 12:53
Yes I agree with that... multiple engines for various platforms...

According to this wiki article it is zlib free http://en.m.wikipedia.org/wiki/Bullet_(software) bullet that is... thats good to know...

However it appears to be free for free distributed software... not sure about commercially paid dostribution... perhaps one to bring up in a skype call with the Gods >_< best to cover your tracks as a bite from something like that can have huge repurcussions... {apologies for any typos or bad spelling... I feel a bit iffy today and I am using my mobile at my shop... and I just cannot stand the prediction crap}



EDIT

Did some digging... found this for you

http://bulletphysics.org/mediawiki-1.5.8/index.php/LICENSE

DVader
20
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Joined: 28th Jan 2004
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Posted: 1st Jan 2013 22:16
I feel I have to mention, that box2D is avaialable and is useable in 3D projects. Hodgey first mentioned the idea and I thought it a very good one. You can use the 2D physics and use that to position the 3D objects. Fair enough it is limited, but for basic 3D games it should work a treat. Obviously actual 3D physics would introduce a lot more options. but as an interim solution it would work with basic games, if used wisely.

kordman916
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Posted: 2nd Jan 2013 12:50
Using multiple physics engines would defeat the whole "Write one and deploy everywhere" aspect of AppGameKit I think...

Asus N53Sn, Core i7 2.9ghz,
16 Gig DDR3 ram, Geforce 550M 2Gb
baxslash
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Posted: 2nd Jan 2013 13:38
Quote: "Using multiple physics engines would defeat the whole "Write one and deploy everywhere" aspect of AppGameKit I think..."

Not if the physics engines all performed the same operations (they all do work in a very similar fashion in my limited experience of PhysX / Havok / Bullet / Newton etc.)... anyway I'm only guessing. The last I heard about it was long before 3D was introduced. I would wait for some official word before worrying about it.


this.mess = abs(sin(times#))

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