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PhysX C# Wrapper

Last post 9/27/2008 9:41 PM by ShawMishrak. 5 replies.
  • 5/7/2007 2:55 PM

    PhysX C# Wrapper

    So when I was poking around looking for a good free physics API I naturally found the Ageia PhysX API. I thought it was the best I had found, in terms of what it could do and how efficiantly it could do it. but it was written for C++ and the tutorials are awful (i think so anyways). I kept looking and found the XnaDevRu physics API on codeplex, but thought better of using it once I discovered that object mass function for solids was only get not set... maybe I was looking at it wrong? I also found the NewtonPhyisics API, implemented in XNA though I found the implimentation to be a little invasive, well... his implementation just wasnt my style. But it was a robust API that could handel several object efficiantly.

    After more searching I discovered that someone had written a C# wrapper for Ageia's PhysX API. though when I try to use some of his later demos I get a protected memory read error...

    setting that aside, not all of his demos crash (;p) which leads me to beleive that the wrapper itself can still be used.

    This isnt really a question I just wanted to point out some of the XNA compatible 3D physics APIs that I have found.

    Although I do wonder what will happen if you try and use any of them on a 360... hmmm...

    Links:

    http://www.zelsnack.com/jason/JttZ/Novodex_NET_Wrapper/

    http://www.codeplex.com/Wiki/View.aspx?ProjectName=xnadevru&title=XNA%20Physics%20API%20(XPA)

    ... and I cant seem to re-find the newton physics for XNA... oh wellz

  • 5/7/2007 4:13 PM In reply to

    Re: PhysX C# Wrapper

    They won't work on the 360 if it wraps code written in C / C++.  It's too bad, Newton's a fun engine, I'd love to have it on the 360.
  • 5/7/2007 4:30 PM In reply to

    Re: PhysX C# Wrapper

    I really wonder if that changes for XBLA authors using XNA. It would be nice to have a full-featured physics engine in an XNA 360 game.
  • 5/7/2007 4:50 PM In reply to

    Re: PhysX C# Wrapper

    I have to imagine they are, after all the game engine company Emergant Game Technologies is selling a game engine for XBLA games that takes advantage of Ageia PhysX...

    My guess would be that if your writing a professional XBLA game the only restriction is the size, and possibly content (Mortal Kombat anyone?)

  • 9/27/2008 9:06 PM In reply to

    Re: PhysX C# Wrapper

    To get PhysX on the 360 you would have to license it from Nvidia for a steep $50 grand. The libraries don't exist on the 360, so you purchase the right to the source and compile it with your game.
    http://developer.nvidia.com/object/physx.html
  • 9/27/2008 9:41 PM In reply to

    Re: PhysX C# Wrapper

    Madbarron:
    To get PhysX on the 360 you would have to license it from Nvidia for a steep $50 grand. The libraries don't exist on the 360, so you purchase the right to the source and compile it with your game.
    http://developer.nvidia.com/object/physx.html


    Not even this is an option for XNA Game Studio developers.  There is no way to compile native code without the XDK, nor is there a way to interop with native code on the Xbox.
    Microsoft DirectX/XNA MVP
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