August 18, 200520 yr Does anyone think that FS10 will use this newest technology? http://www.ageia.com/It would be great, but I'm not sure it will. What do you guys think about it?Peace out!John
August 20, 200520 yr Commercial Member I'm not too sure what you mean by "Not enough market penetration for a mass market game like FS." Unreal is pretty impressive stuff... That engine does infact get licensed for a lot high profile titles. But I do agree it's very unlikely that MS would license a 3rd party physics engine at this time, since FS physics is so specialized (optimized for flying). With enough processor power that could change though(FS12? :)). I guess, what I mean is instead of approximating forces on a wing...you start to look at how particles interact.For now, I wouldn't underestimate where MS goes with their own engine. If the FS team sees a reasonable application for any of the new ideas out there, we know they are capable of building it themselves. This kind of component licensing has a bright future IMO...so let's say 10 or 15 years from now, could you imagine a common high fidelity physics engine shared between games despite different specializations? With enough processor power it becomes practical. Still, somehow, for FS I don
August 23, 200520 yr Donny AKA ShalomarFly 2 ROCKS!!!We can only hope, but MS is not always trying for the latest and greatest. How long did it take to get GPS, and ATC as good as they are? What about realistic thrust reverse, native, custom modeling for helicopters and turboprops? Every one has been done by others long ago. Compared to an integrated physics engine, that's fairly simple coding.Best Regards, Donny:-wave
September 14, 200520 yr Commercial Member >For now, I wouldn't underestimate where MS goes with their own>engine. If the FS team sees a reasonable application for any>of the new ideas out there, we know they are capable of>building it themselves. This kind of component licensing has a>bright future IMO...so let's say 10 or 15 years from now,>could you imagine a common high fidelity physics engine shared>between games despite different specializations? With enough>processor power it becomes practical. Still, somehow, for FS I>don Lefteris Kalamaras - Founder www.flightsimlabs.com
September 14, 200520 yr Commercial Member >I'm not too sure what you mean by "Not enough market>penetration for a mass market game like FS." Ahem, at IFC Blackpool, during question time, somebody ( myself ) asked if they have plans about natively supporting WinXP 64 bit on 64 bit CPU.They responded that *first* XP-64 should get a real mass-market penetration, and *then* they might consider doing a native 64 bit version of FS. Same reply about someone else asking about a Mac OSX version.Since both XP64 ( and 64-bit CPU ) and Macs probably have WAY more market share than what Ageia will ever have, I highly doubt about MS supporting it in FS.Umb Umberto Colapicchioni http://www.fsdreamteam.com FSDT on Facebook
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