Jamey wrote:D'Lanor wrote:edit: Ok, but seriously now. I think Cyan only used about 5% (or less) of what PhysX has to offer. So there may be methods that could be used on cards with PhysX hardware.
If that is the case, it's just a matter of figuring out how to unlock the full potential of PhysX. If the features are already implemented into the engine, and they were just never used, it's a matter of figuring out how to make them workable, and making tutorials for the features so others can implement them into fan creations.
But where do we start though?
One can dream big can't he?
You can start by reading up on the PhysX SDK, generally a developer only implements what they thing tey'll use from the physics engine, in this case its collision, gravity, basic particles simulation, some cloth, velocity, acceleration etc.
One thing that Cyan has always mentioned is how they did not implement inertia, this I believe is very important.
My dream is that our version of Plasma will do without subworlds, Uru the only game have seen that uses this principal for efficiency, however UT3, doesn't need to, has more physics, more complex meshes and runs faster than any complex Age Cyan has done.
PyPrp 2.0 could be tailored to better work with the new Plasma engine than the current PyPrp.
with all the extra physics we may want to introduce, we will need to have an option in the game options for Hardware/Software based processing of these physics for better game performance
Uru doesn't have an inventory either, even for just 1 item, so thats something else we will need to add