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Will F


I've stopped working on my "engine". It was mostly for educational value, and I knew when I started that it was unlikely to get finished. All in all it was worth the time I spent on it, but i'd rather move on to actually making a game. I've got a basic app up and running (i'll try to get some screenshots posted in the near future) using the following:

I'm currently looking at physics libraries and will probably use one of the following:

I would like to use PhysX (especially now that it's free for commercial development on the PC), but as far as I can tell an end user of the game would need to download (about 20 megs) and install the Aegia system software to be able to run the game - which might be more trouble than it's worth. Right now i'm leaning towards Newton, but I would be a lot happier if it was either open source or the developer promised to release it under a BSD style license if development/support on it stopped.

I need to do some research into what I want to use for sound and possibly networking (initially i'll probably just be doing some small single player games and won't need it). I also need to figure out what type of game I want to be working on, right now i'm leaning in the direction of something like Super Monkey Ball - if only because it seems like a realistic goal.

As for actual gaming, i'm still slowly working my way through Okami (i've spent about 50 hours on it so far), I really like that game. I'm also playing Metal Gear Solid 3: Subsistence, and enjoying it a lot more than I thought I would.
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I've ditched using PhysX for exactly the same reason. I recently went through most of those physics engines, and by far the easiest that I found to integrate was TrueAxis. I haven't had a chance to get a simulation up and running, but the demo's look good. Licensing might be a problem: free for non-commercial use; $100USD for indie low-income games, and $5000AUD for commercial.

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Thanks for the link, i'll take a look at it. Right now i'm not necessarily going to be making a commercial product, but if I do the $100 for an indie license seems reasonable. Though I suspect i'll end up going with something completely free, unless in the evaluation it has some features that I can't live without.

It's a shame about the PhysX system software, but from a business perspective I can understand why Ageia did it. Regardless it's awesome that you can know use it for free with commercial games on the PC. If I was working with a game that I knew would be more than a 100 meg download (so that the additional 20 megs wouldn't be as much of a factor) or was being distributed on a DVD, I would probably be using it.

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