That is what Ageia was dreaming of. Maybe they are lucky and get bought by AMD now

surely Intel hasn't bought Havok in order to promote competitor processors.Dirk Gregorius wrote:http://www.intel.com/pressroom/archive/ ... -c1-183235
That is what Ageia was dreaming of. Maybe they are lucky and get bought by AMD now
Interesting news.Dirk Gregorius wrote:http://www.intel.com/pressroom/archive/ ... -c1-183235
It is not wise for any company to buy Ageia anymore, because most of their key employees (and non-key) already left. I don't see much value in Ageia hardware strategy/IP/patents, so I would suggest to simply try to hire Ageia's Adam Moravansky, Richard Tonge and/or Matthias Muller instead.That is what Ageia was dreaming of. Maybe they are lucky and get bought by AMD now
I agree. You can either use Bullet/Box2D/ODE or also write your own physic engine nowadays. There are a lot of good references out there right now and with Box2D and Bullet you have two very good open source implementations. The knowledge to write a physic engine is much better understood these days and more and more people know how to do it. I could imagine that this takes the same development as writing a 3D engine which is also understood quite well these days...I have the feeling that we will see more open source/in-house development in the future.
Havok has been profitable. Bullet get's contributions and small donations now and then, I suppose it is the same for ODE. I doubt Ageia PhysX/Novodex is profitable.Erin wrote: Physics engine companies have a long history of coming and going. Have any of these physics engine companies ever been profitable? Better yet, have the investors ever got their money back?
Sorry, but I have to disagree there. Why does GPL mean only hobbyists can contribute? This is nonsense. GPL simply means that the code has to be available to the interested people and prevents stealing code ( taking code of others and selling it as your own idea ). It's a protection and not a hindrance.Erwin Coumans wrote:That is why Bullet, Box2D and ODE choose ZLib/MIT or BSD licenses: the collaborations come from professionals and not just hobbyists.
Actually it was not my opinion, I am trying to describe the situation for professional console game developers (not XNA or PS3 Linux):Sorry, but I have to disagree there. Why does GPL mean only hobbyists can contribute? This is nonsense. GPL simply means that the code has to be available to the interested people and prevents stealing code ( taking code of others and selling it as your own idea ). It's a protection and not a hindrance.
Using GPL also requires that any code it is used in also be licensed under the GPL. In other words, commercial (otherwise known as "professional") game development cannot use it and still expect to make money off of it. The commercial realities of "game software" development are quite unlike "platform" (operating systems, databases, web servers, etc) development. One cannot make money off of "game services" (with the exception of MMO* games, most of which will not require physics on the level discussed in these forums). In order to survive as a profitable entity, you pretty much need to keep source code proprietary... this is without considering the needs of proprietary console platforms such as Erwin mentioned above.Sorry, but I have to disagree there. Why does GPL mean only hobbyists can contribute? This is nonsense. GPL simply means that the code has to be available to the interested people and prevents stealing code ( taking code of others and selling it as your own idea ). It's a protection and not a hindrance.
That is really the question. I really wonder what Intel expects from this deal?Back on topic. What exactly can be expect from this joint venture?
This is not the point. Erwin went about it the right way. If you look at it from a "console" ( aka locked down hardware ) then yes GPL doesn't work out this is correct. I also said only that GPL does not "shut out" commercial companies. Everybody can contribute no matter what level they are on. GPL simply makes sure that what you contribute stays open and accessible to all others also in the years to come and that you are "not" responsible for cranked up modifications ( author protection ). This is not in any way a religious fight. Different licenses exist for reasons but sometimes licenses are "misunderstood"Eternl Knight wrote:Using GPL also requires that any code it is used in also be licensed under the GPL. In other words, commercial (otherwise known as "professional") game development cannot use it and still expect to make money off of it. The commercial realities of "game software" development are quite unlike "platform" (operating systems, databases, web servers, etc) development. One cannot make money off of "game services" (with the exception of MMO* games, most of which will not require physics on the level discussed in these forums). In order to survive as a profitable entity, you pretty much need to keep source code proprietary... this is without considering the needs of proprietary console platforms such as Erwin mentioned above.Sorry, but I have to disagree there. Why does GPL mean only hobbyists can contribute? This is nonsense. GPL simply means that the code has to be available to the interested people and prevents stealing code ( taking code of others and selling it as your own idea ). It's a protection and not a hindrance.
I only make this post in order to "enlighten". That is, if this is about "GPL is better than BSD/Zlib/etc" rather than "Why isn't GPL feasible in the game physics areas of development?" - then I am simply not going to respond. I respect the boards too much to be involved in a religious/political discussion on them.
--EK
Intel is investing heavily in many-core chips, in their latest Tera-scale physics paper they mention 64 cores. Such 64-core machine can accelerate physics, graphics and many other tasks.Dragonlord wrote: Back on topic. What exactly can be expect from this joint venture?
So my question is how they make programming easier for such architecture, and how they deal with memory/cache/DMA for all those cores.Intel paper: High-Performance Physical Simulations on Next-Generation Architecture with Many Cores wrote: On 64 cores, we achieve 30x to 56x speedup for production physics and 36x to 61x speedup for game physics.