It was posted last week some time on their site and in the forums. I cut and pasted from an email I sent a few people. Got the original link from the Ogre forums, but they are down right now.
Public Releases Thread: Free PhysX for all!!
Posted on 10/27/2006 6:36 PM
We have just implemented a new EULA (End User License Agreement) that allows the PhysX SDK, from 2.6.0 and on, to be used in all commercial and non-commercial PC projects for free.
In order to qualify for the new license, you must:
1) Fill in all of the *required fields in your user Profile ("My Settings->My Profile"), as some have changed and others now require accurate, up-to-date, information. NOTE: Your name is the only identifying data visible by default to other users of this site, and only if you choose to post to this Forum.
2) Accept the EULA when it pops up after selecting the related downloads. I have added extensive pop-up descriptions to each of the required fields, in case there are any questions about how to fill them (hover your mouse over the ? buttons).
If you do not follow these steps, you do not have a valid license to use the PhysX SDK for any purpose.
Note that this free license applies to PC versions of the SDK, including the Windows and Linux platforms. You need to contact us directly if you require the Xbox 360 PhysX SDK for a commercial title, or contact Sony for the PS3 PhysX SDK.
If you have already downloaded the 2.6.0 PhysX SDK for evaluation, you can activate the free license by following both of the steps above. The timestamp of your new download stored on this system will validate that you accepted the new EULA.
Public Releases Thread: Linux SDK
Posted on 10/19/2006 2:12 AM
For licensed developers, we now have packages available in the Downloads area for SDK development on Linux with PhysX SDK 2.6.0. We don't plan to port the current non-commercial-use SDK (2.5.1), but the 2.6.0 packages will be available to non-licensees in the (nearish) future.
Please consider this to be an alpha release. As such, there may be samples that have yet to be ported and bugs yet to be found. Primary support will continue to be on the Windows SDK version--as most issues and advice tend to be platform agnostic.
Public Releases Thread: Free PhysX for all!!
Posted on 10/27/2006 6:36 PM
We have just implemented a new EULA (End User License Agreement) that allows the PhysX SDK, from 2.6.0 and on, to be used in all commercial and non-commercial PC projects for free.
In order to qualify for the new license, you must:
1) Fill in all of the *required fields in your user Profile ("My Settings->My Profile"), as some have changed and others now require accurate, up-to-date, information. NOTE: Your name is the only identifying data visible by default to other users of this site, and only if you choose to post to this Forum.
2) Accept the EULA when it pops up after selecting the related downloads. I have added extensive pop-up descriptions to each of the required fields, in case there are any questions about how to fill them (hover your mouse over the ? buttons).
If you do not follow these steps, you do not have a valid license to use the PhysX SDK for any purpose.
Note that this free license applies to PC versions of the SDK, including the Windows and Linux platforms. You need to contact us directly if you require the Xbox 360 PhysX SDK for a commercial title, or contact Sony for the PS3 PhysX SDK.
If you have already downloaded the 2.6.0 PhysX SDK for evaluation, you can activate the free license by following both of the steps above. The timestamp of your new download stored on this system will validate that you accepted the new EULA.
Public Releases Thread: Linux SDK
Posted on 10/19/2006 2:12 AM
For licensed developers, we now have packages available in the Downloads area for SDK development on Linux with PhysX SDK 2.6.0. We don't plan to port the current non-commercial-use SDK (2.5.1), but the 2.6.0 packages will be available to non-licensees in the (nearish) future.
Please consider this to be an alpha release. As such, there may be samples that have yet to be ported and bugs yet to be found. Primary support will continue to be on the Windows SDK version--as most issues and advice tend to be platform agnostic.