Keysplayr
Elite Member
- Jan 16, 2003
- 21,211
- 50
- 91
Originally posted by: reallyscrued
Originally posted by: BenSkywalker
We had destructible environments in Half Life 2, sparks in Doom 3 , steam/fog in a million games, without the need for PhysX
You are absolutely right, we had environments that fell apart in nicely scripted ways and fog we clipped through. The difference with a physics simulation is how things respond to interaction, not just that some things can respond to physical interaction(and in the case of fog, it doesn't even respond without a physics simulation running).
...Right. And my question was...why couldn't they have just left the nicely scripted ways environments blew apart and keep the fog we could clip through when PhysX is not enabled? But then make them realtime when PhysX *is* enabled?
That's what makes it an nV showcase.
Wouldn't that take quite a bit more programming time? I'm not a programmer, so I really don't know what would be involved in having essentially two games in one. One with PhysX for dynamic, random environmental reactions. And one with static, scripted action.