Microsoft Says No Physics API
Anh Tuan Huynh
July 25, 2006 5:45 AM
comment(s) - last by
DirectX Physics rumors denied
denied its working on a DirectX physics API
for the upcoming DirectX 10.
previously reported Microsoft may be interested in developing a physics API
due to a job description on Microsoft’s employment page. However, according to a recent interview with Rick Wickham, Director of the Windows Gaming business in the September issue of
magazine, such rumors were denied.
Wickham indicated that Microsoft is still planning to hire physics programmers, but the company's intention is to get a jump on physics processing should AGEIA and Havok really take off.
job description is still posted on Microsoft’s careers webpage
. It still wouldn’t be too surprising to see Microsoft add physics processing support to the next version of DirectX.
are both developing GPU accelerated physics processing solutions using
. Havok has also
recently released its Havok 4.0 SDK
too. AGEIA also released its
PhysX physics process with lukewarm response
This article is over a month old, voting and posting comments is disabled
RE: wooo, go MS
7/25/2006 3:51:06 PM
Hell, whatever works in this case. I would rather avoid the mess that happened during the early days of 3D. Glide, whatever Rendition used, OpenGL, etc., etc.
Create a DirectPhysics extension to DirectX, and developers will start using it, cause it will not matter if the hardware is from Ageia, ATI, Nvidia, or anyone else.
RE: wooo, go MS
7/26/2006 7:19:38 AM
Yeah, I don't care if it is DirectPhysics or OpenPL, but please ffs someone make a universal API for physics so we can avoid the mess of early 3D card days.
Whenever I come across a game from the 1996-98 era that supports hardware-accelerated graphics, I know that getting it working cam be a nightmare. Voodoo, Rendition, PowerVR, ATI Rage, Matrox, Riva etc etc are all given as graphics options and not one of them works with a modern card with the possible exception of Matrox! If you're lucky they released a patch to support DirectX 5, but if not you have to resort to a Glide wrapper which may or may not work properly, or stick to software-rendering.
Unless OpenPhysics or OpenPL arrives within a couple of years, ten years down the line when the current proprietary physics APIs have come and gone, we'll be in the same situation when trying to play games released in 2006-2008. More often than not we'll have to resort to "software physics" mode or some dirty hack despite have uber hardware by today's standards.
"Well, we didn't have anyone in line that got shot waiting for our system." -- Nintendo of America Vice President Perrin Kaplan
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