Originally Posted by
Xoulz
Dude,
In your latest posts, it is clearly demonstrated, that you have no idea what a physic's library is (ie: PhysX/Physics) when related to gaming..!
Games don't have real physical objects, so when making 3d games, how objects react to one another has always been left up to the developer. Sometimes they get their calculation right, sometimes, things seems "off", or not simulated well. (ie: characters dieing animation in a game)
That is where a set of software libraries, that run a separate sub-routine (if you will), that uses KNOWN physical attributes. So that when objects, applied using such a lib, behave correctly without intervention from the game developer..
Understand?
Now.. that^ is not the same as having a physical object (spring on a car) that has known dynamics. Which would never need to use a "specialized library" (physx) to compute the spring weight & rate while it compresses, because the environmental dynamics are already known. The Developer would just use mathematics & arrive with the same answer, without all the complexity.
Additionally, it is only when the desires effect is needed on a myriad of different objects variables... that you may need to make use of such "specialized library". That is when physx/physics is a better choice, because it can then be applied to every instance of that object, without the need to program it, it will function on it own, within the confines of whatever parameters it is given.
Hooking stable objects into a real time physical emulator would be a waste of processing power & utterly pointless. (ie: idiotic)
Ironically, many forum members here have reminded you numerous times that you have no clue, matter -of-fact I don't think I can find anyone that does agree with you on any of this.....