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zigzag32

Physics LIB in CD, how efficient?

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Can a physics sdk like ageia's completely substitute hard-coded physics routines for colllision detection in a complex higly-detailed game level? Is it as efficient as conventioanl techniques used in legacy games?

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Don't know anything about Ageia, but using ODE this is no problems... Just keep in mind that you stream the active collision objects instead of keeping them all in memory at the same time.

I'm using the lod-models as collision meshes as well, and it works great. :)

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Simple answer - yes.

Short answer - yes, its going to be as good and probably quicker than most custom implementations as PhysX is written to run in parallel with other game systems. Its performance is fantastic when implemented well.

Extended answer - You will need to work within the constraints of the physics implementation to get best performance. You learn these with experience in the system. Things like 1000 dynamic objects occupying same space == BAD.

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