bonkrowave said:If I could use the physics processor for programs like Solidworks, or other 3D technical design software it would appeal a lot more to me.
3DStudioMax uses physics (Havok). If you've tried making a softbodied segmented box and moving it around to make it jiggle, or using the particle generators and deflectors to make a thousand marbles roll over it. That's the physics at work. There should be the example with the firehydrant and cigarette somewhere in the tutorials too.
spine said:I really can't see this taking off at all in it's current form.
People don't wanna spend loads on soemthing that has little or no software support, and the software companies aren't gunna be willing to work on something for such a tiny audience.
It'll only really take off if it gets shoved into a future console. That's what it's gunna take.
I still have no faith in AGEIA by itself, if the developer has to code the game for that one specific hardware. If DirectX creates a support for a physics API however, it would take off more smoothly, for one, all developers would automatically have access to a standard set of physics tools as well as documentation from MS on how to get started. As well as acceptable comprimises on what to do if you don't have the accelerator (DirectX emulates certain features in software if there's no hardware support)
I'd like to see how DirectX is gonna handle this. If you were to compare it to video acceleration, ATI and nVidia as well as each of their own cores render graphics differently, this is mainly because of all the comprimises they do to speed up the rendering. Legacy (no shortcuts, no comprimises) is the best rendering mode and all rendered images would look identical regardless of core, but it's far from practical.
You can't do that with physics, swapping a PPU from a different manufacturer with a different physics engine will cause major gameplay issues.
EDIT: Changed a bit