I can say that I am 100% sure that you do not need a Geforce card, or
actually any video card at all, to write and use programs that are
built on the PhysX SDK. You would only need a Geforce card if you
decided to use hardware acceleration, which currently only works for
fluids and cloths. So basically, for what you are doing you cant even
utilize a Geforce card with the current version 2.8.x of PhysX.


Regards,

~Mike B.


On Thu, Jun 25, 2009 at 8:17 AM, Sukender<[email protected]> wrote:
> Hi Ümit,
>
> Isn't the geforce* needed only when you want to accelerate PhysX (=computed
> partially on the GPU)?
> Anyway, if you wish an engine and don't know which one to choose, you can
> always try PAL (Physics Abstraction Layer), which works with ODE, Bullet,
> PhysX, and more ( http://www.adrianboeing.com/pal/ and
> http://sourceforge.net/projects/pal ). That way, the day you wish to switch
> to another one, you'll have much less to do.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
>
> Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun <[email protected]> a
> écrit:
>
>> Hi Sukeder,
>>
>> Thanks Sukender. I have decided to achieve Collision Detection in Physics
>> Engine as you suggested. And I have searched about PhysX library and I
>> found
>> lots of paper which says we can only use PhsyX if we have geforce * or
>> upper
>> level graphics card. And so I don't think about using it.
>>
>> Regards.
>>
>> 2009/6/25 Sukender <[email protected]>
>>
>>> Hi Ümit,
>>>
>>> About collisions, I agree you whould do it in the physics engine. (BTW,
>>> does PhysX *require* a NVidia card? I guess no)
>>>
>>> And if you wish to have something that doesn't hide OSG, and that is much
>>> simpler than Delta3D, then you may look at what I did in PVLE (
>>> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit
>>> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it
>>> does for OSG.
>>> There are many other implementations that can bind physics and OSG (see
>>> osgPhysics too... but it's not finished yet), but if you wish something
>>> simple, then PVLE may suit your needs.
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>>
>>> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun <[email protected]> a
>>> écrit:
>>>
>>>
>>>  Hi Sergey;
>>>>
>>>> I have known about Delta3D. It uses ODE too, but I am in contradiction
>>>> about
>>>> using pure OSG and ODE or using Delta3D game engine. To use Delta3D I
>>>> have
>>>> to spend some to get the structure and wrappers all other library. But
>>>> with
>>>> using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
>>>> suggestion, and I will try to understand Delta3D's integration way.
>>>>
>>>> Regards.
>>>>
>>>> 2009/6/18 Sergey Kurdakov <[email protected]>
>>>>
>>>>  Hi Ümit,
>>>>>
>>>>> you may take a look at delta3d ode integration, they add their stuff
>>>>> which is particular to delta3d , still it is possible to extract
>>>>> useful ideas.
>>>>>
>>>>> Regards
>>>>> Sergey Kurdakov
>>>>> http:
>>>>>
>>>>> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun<[email protected]>
>>>>> wrote:
>>>>> > Hi All,
>>>>> >
>>>>> > I am planing to create simple off road jeep-racing and I have looked
>>>>> > at
>>>>> the
>>>>> > libraries to create dynamics and choose ODE. But I can't decide use
>>>>> ODE's
>>>>> > collision detection mechanism instead of osgUtil's
>>>>> > polytopeintersector,
>>>>> > planeintersector or linesegmentintersector classes.
>>>>> > So if you were me, which collision detection system would choose?
>>>>> > PostScript : I am noob on ODE, this experince will be the first
>>>>> introdution
>>>>> > for me.
>>>>> >
>>>>> > Any suggestion appreciated with glad.
>>>>> > Regards.
>>>>> >
>>>>> > --
>>>>> > Ümit Uzun
>>>>> >
>>>>> > _______________________________________________
>>>>> > osg-users mailing list
>>>>> > [email protected]
>>>>> >
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>> >
>>>>> >
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