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That depends if your working in 2d =), 3d api's let you set basic shapes like a box or a sphere etc, but I doubt anyone uses primitives in their games. (They could though, if they liked spheres alot.) Most games feed each vertex into the 3d api from external model files forming polygons in whatever shape they want. (the direction of the face depends on the order you give the verticies) The api does the work of transforming a set of 3d coordinates with textures mapped etc, into a 2d image on your screen.Astaroth125 said:Look at graphics, do programmers write specifically where every pixel goes?
Astaroth125 said:Not that I'm terribly knowledgeable in physics programming, but I think a lot of people are overlooking Aegis' SDK. Any 3d game must have physics programmed in, creating a physics engine. Aegis is handing a game developer that wants to use it a physics engine. Not only is it your standard physics engine, but it also supports PPU's. A lot of people are making this out like Aegis is handing people hardware and telling game developers to develop physics engines for it. Yes, programmers will still need to write physics for it, but they would if they used a custom engine, the havok engine, or Aegis' engine. Difference is Aegis' would have support for a whole bunch of objects.
Also, again, I'm no programming genius, but I'm not sure saying programmers would need to specifically write code for each object is fair. Look at graphics, do programmers write specifically where every pixel goes? I'd imagine similar techniques as are used in graphics processing could be used in physics development. For example, you write an 'Explosion' effect. This effect would take an object a break it into a specified variable's number of pieces. The trajectories of these pieces would be calculated of the physics card through a combination of mass and velocity of the striking object, and the mass (and possibly velocity) of the object being hit. You can then apply this one 'Explosion' function to hundreds of different explosions. That's far different, and far easier, than people saying programmers need to write this code so specifically.
Maybe I'm just not seeing how it is such a massive amount more work to add this in. A robust engine should be able to scale up for effects like this. Is it more work? Definately. Is making a 3d game more work than a 2d one...?
To me, PPU's are an evolutionary step, just like 3d. Assuming our end goal is to have as realistic as possible games, you would require something like this. Regardless of how good a video card is, it still can't replicate any kind realistic physics, and neither can current processors.
Sure, you could never buy a PPU and wait for CPU's to handle the load. Meanwhile, for the next 15 years you'll be waiting for processors to be able to match what a PPU can do now. I'll hopefully be enjoying a more realistic gaming experience, courtesy of a PPU.
Astaroth
Edit: Whole 'correct punctuation' thing doesn't always work at 3am.![]()
RaphaelVinceti said:Far better put than i attempted to before, thank you for posting that, Astaroth.
As for the people who think the general gaming community at large (meaning the majority of the people who game, not the top 1% with SLI) probably wont buy this add in card right away, due to its 300 dollar price tag. of course, after a couple weeks, they will probably release a less powerful version at a cheaper price.
Though, I will be getting one, as soon as they are released, and i dont have an SLI system...
GD: What are the current bus implementations you have on the road-map?
Curtis: We presently have both a 4X PCI Express and PCI supported on our chip as the interfaces.
Dr. X said:http://www.gdhardware.com/interviews/agiea/003.htm
Oh fuck no. x4? wtf, if PCI can support it, why would you go to x4 and not x1? There goes any chance of having this in my sn25p. Fucking morons.
Devii said:From what I can tell Ageia is not making cards, only chips. Im sure a board maker will make 1x sooner than later.
RavenD said:AFAIK BFG, and possibly ASUS, are making the cards.
RaphaelVinceti said:Alrighty.. I found what i was looking for. For those of you naysayers who think that developers will not want to support the Ageia PhysX processor.. here is a list of Devs who are RIGHT NOW!!
Epic Games
Ubisoft - Tom Clancy's Ghost Recon Advanced Warfighter
Mythic Entertainment - Warhammer 40,000 MMO
Big Huge Games - Rise of Nations, Rise of Legends
Cryptic Studios - City of Villains
Sega - GE2 project
Bongfish Interactive Entertainment - Stoked Rider featuring Tommy Brunner
Kylotonn - Bet on Soldier
Artificial Studios
Airtight Games
Quantic Dream - Karma
Piranha Bytes
Grin
Atari
Shiny Entertainment
Destineer
Frogwares
Spark
Aspyr
Obsidian Entertainment
Secret Level
Um.. thats quite a few developers.. and two of those games are already out... (COV and Bet on Soldier) I think there will be widespread use of the Ageia SDK engine, or similar PhysX based engines.
They either were deliberately spreading false information or they didn't bother to research the ppu at all. Either way.....why did they even comment?
Yes, and the first gen PPU is supposed to support 30000 objects. That is one or two more than 80.AACDIRECT said:The second core with no activity should at least have the capability to run the same amount of physics objects or 40 objects. 80 objects = 100% increase.