b) Because what's offered in Unity of PhysX is only a fraction of the rigidbody section and as far as i know Ageia had stability/performance problems with mesh to mesh collisions in earlier versions. I haven't tried it out with the latest devkit.
Ok, it may have been a problem in older versions. It seems to be working fine now though.
a) I disagree regarding the AI. A good game is a good game no matter what's the reason for that and there are tons of games out there which are great without having some serious AI. I won't say Tetris now...
True, a game is fun no matter what makes it fun. I'm sure there are many simple yet fun games which you could easily make in Blink 3D.
Some games are fun based on simple dynamics, others are not. So unless you're game happens to be very simple in nature, Blink isn't the best choice. My current game idea is somewhat innovative (I think), and requires somewhat complex AI to acheive the effect I want.
But don't misinterpret "high-tech AI" for "smart AI" - nobody likes a game where the AI is so good it beats you within the first 10 seconds. By "high-tech" AI, I mean a highly dynamic and non-repetitive AI which is designed to make the game fun, however that may be.
Havok is still the most complete solution due to several reasons. Just check out their site...
Maybe, but doesn't it cost several hundred thousand dollars? It's extremely fortunate that an AAA physics engine like Ageia PhysX is available free for independent developers like us, but surely you can't expect to afford THE best. Come on.