Is really PhysX free for commercial use?

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8 comments, last by grhodes_at_work 15 years, 2 months ago
i would like to use PhysX in my future next game, but wait a second. is it free even for commercial use?
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If you're using the binary PhysX SDK on Windows or Linux, yes.
Quote:http://developer.nvidia.com/object/physx.html
What Does It Cost?

The NVIDIA PhysX SDK (binary) is 100% free and available right now for download by developers. In addition to the free software offering, NVIDIA offers a support plan and a paid license program which enables developers to modify the SDK to suit their needs.

The binary version of the PC SDK is offered at no charge as outlined below. Source code (for integration purposes) is available for a fee as provided below...

The paid license program is for developers who want access to and permission to modify the source code to PhysX. So long as that's not you, yes, PhysX is free.
Now if only they'd do an C#/XNA port of it...
Quote:Now if only they'd do an C#/XNA port of it...

There is bunch of wrappers

http://code.google.com/p/physxdotnet/
http://www.codeplex.com/physxdotnet/
http://imaginary-project.net/physx-sharp/
http://sourceforge.net/projects/eyecm-physx/
Quote:Original post by Zogrim
Quote:Now if only they'd do an C#/XNA port of it...

There is bunch of wrappers

http://code.google.com/p/physxdotnet/
http://www.codeplex.com/physxdotnet/
http://imaginary-project.net/physx-sharp/
http://sourceforge.net/projects/eyecm-physx/


Kudos and a Rate++ to you, good sir.
Wrappers are nice, but they're no good for use on the XB360.
Quote:Original post by smitty1276
Wrappers are nice, but they're no good for use on the XB360.


You should bring this up with Microsoft on their XNA site. Be clear about saying why you need something like PhysX and how it can benefit the community.

David "LetsKillDave" WellerNVIDIA Developer Programs ManagerPersonal blog http://letskilldave.comPersonal Twitterfeed: letskilldaveNVIDIA Developer Announcements Twitterfeed: nvidiadeveloper (clever name, eh? :-)
Quote:Original post by LetsKillDave
Quote:Original post by smitty1276
Wrappers are nice, but they're no good for use on the XB360.


You should bring this up with Microsoft on their XNA site. Be clear about saying why you need something like PhysX and how it can benefit the community.


The "Free SDK package" section on the nvidia page linked above only mentions windows, linux and ps3 platform binaries. Should the xbox360 be listed there too? Wrappers wouldn't be much use if amateur developers still had to pay a $50,000 license fee for PhysX. :P

edit: Or are you saying we should petition Microsoft to license PhysX from you for the benefit of the community? When I first read your post I thought you were saying we should ask them for XNA wrappers for the 360 PhysX binaries.
It appears to me that some of the responses here are accurate, as far as I am aware; however, I would advise anyone who wants to use PhysX in a commercial project to carefully review the actual license agreement...to include hiring an intellectual property lawyer to read the license and approve your use of it, before distributing a product that incorporates PhysX for sale. Don't trust information from non-legal councel, even though it might be perfectly accurate. And keep copies of the license agreement, dated and stored in a safe place nearby sales/distribution agreements, for any needed future reference. That is, please CTA - cover your ass!
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
License fees from console games that use PhysX might actually yield measurable income for nVIDIA, and that income might be used to fund development of the engine. Libraries on consoles are also subject to all the constraints, hoops, and red tape required by the hardware manufacturer. So, it is probably a long shot that a version would be made available for free on consoles. Xbox360 is further complicated in that it has ATI GPU hardware and so there may not be a GPU-optimized version of PhysX available on the 360.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net

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