DarkMatter
New Member
- Joined
- Oct 5, 2007
- Messages
- 1,714 (0.27/day)
Processor | Intel C2Q Q6600 @ Stock (for now) |
---|---|
Motherboard | Asus P5Q-E |
Cooling | Proc: Scythe Mine, Graphics: Zalman VF900 Cu |
Memory | 4 GB (2x2GB) DDR2 Corsair Dominator 1066Mhz 5-5-5-15 |
Video Card(s) | GigaByte 8800GT Stock Clocks: 700Mhz Core, 1700 Shader, 1940 Memory |
Storage | 74 GB WD Raptor 10000rpm, 2x250 GB Seagate Raid 0 |
Display(s) | HP p1130, 21" Trinitron |
Case | Antec p180 |
Audio Device(s) | Creative X-Fi PLatinum |
Power Supply | 700W FSP Group 85% Efficiency |
Software | Windows XP |
COLLADA is not a physics engine, PhysX is. Even OpenGL or DX11 don't make PhysX obsolete. That's a common missconception. A physics engine is no different than a game/graphics engine. You have D3D, but you still need to make an engine and not everybody knows, wants or can afford to make their own. Also making an engine is relatively easy compared to making a good/efficient engine. Most developers just license it from other companies or more recently some publishers (and not developers as in the past) create their own unique engine to use in all their games. When it comes to physics, almost invariably they license either Havok or PhysX.