Re: Havok Physics ?
Posted: 24 Aug 2008, 09:25
				
				I've seen Havok used in RTSes, it was stupid (ragdoll deaths just make it harder to see when a unit dies).
			Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
That's more or less what I ment, maybe I should have left away the 'not using Havok' part.jK wrote:Tobi wrote:I assume it would desync with players not using Havok.how can you sync shader code at all? afaik the math ops in the gpu don't follow any precision standards yet...jcnossen wrote:You would need the havok source code to be able to use streflop for sync. Besides the license problem already mentioned.
I think the new ones have to follow some standard, otherwise they wouldn't be useful for scientific computing like CUDA hopes to and folding@home does. But that's OT.jK wrote:how can you sync shader code at all? afaik the math ops in the gpu don't follow any precision standards yet...
Ah I was thinking about non accelerated physics code. ODE or Bullet physics might be a nice addition to spring if made optional (for large units..). Those don't use any shader or physics hardware.That's more or less what I ment, maybe I should have left away the 'not using Havok' part.
...1v0ry_k1ng wrote:spring is already cpu and gpu hungry for a game that looks dated becaus most of the people play *A with shitty models... adding a physics engine would just miscarriage punch half the community out in the cold
Don't be an ass Hoi.Hoi wrote:...1v0ry_k1ng wrote:spring is already cpu and gpu hungry for a game that looks dated becaus most of the people play *A with shitty models... adding a physics engine would just miscarriage punch half the community out in the cold