I think betagen's NXOgre would be the way to go if physx is to be MOgreised. In fact now that Physx is totally free it's looking really good.
I've been working on it slowly, apart from a few (alright 10-15) errors when compiling it as a CLR project, I'm sure it would work.
I was going to work on it after RC 3.0 was released, but if there is a demand for it in MOgre, I can certainly keep at it.
In fact now that Physx is totally free it's looking really good
But what I read in AGEIA site says:
The AGEIA PhysX SDK is free for non-commercial use. Standard pricing for commercial use is $50,000/title/platform. Licensed developers who implement PhysX accelerator support in their PC title are not required to pay this fee.
If I understand the things right, I must use HW physics acceleration card to obtain Physx for free for commercial use. Who can clarify the license?
No not anymore.
PhysX is free for commercial use on Windows, Linux and PS3, no matter if you use the PhysX hardware or not. Only versions 2.6.0+ apply though.
A copy of the statement is here
It's on AGEIA's site too: http://devsupport.ageia.com/ics/support/default.asp?deptID=1949
That sounds great, but unfortunately it's only the first part (you still end up with a native-only library), the second part is writing the .NET classes.
I don't have time to work on this, but, just to state my opinion, I'd do the same thing as I did for OgreNewt: port the NxOgre classes using C++/CLI.
The "downside" is that NxOgre gets updated way more often, but, since the files/structure of the project stay the same, for a new version I'd do a CVS update and then sort out the conflicts/compilation errors.
That sounds fair enough. I'll put some serious effort when the "surprise" release comes out on the 24th.
I'll have a look on how OgreNewt was ported then; even if not all of the features are ported over, there is no reason why the core parts can't be ported/wrapped and work from there.