   [physx] exporting from 3d max
  does any one knoe if you can export physics stuffs from 3d max in a binary form, that you can load in in your game at load time? or do you currently have to write a parser for the XML crap that gets exported?   
  I'm no expert on 3ds max having only played with it briefly so I'm afraid I cant answer your question directly.  But even if you could output the data as binary you'd still need to do some runtime calculations to get the data in a format you needed unless you happen to be using the exact same structures as 3ds max.  Why not create on offline parser for turning the xml's into a binary format that fits your game structures exactly, or even better create your own exporter plugin?If you need help with this type of stuff I recommend looking up TinyXML for the parsing stuff or I found this guide at gamasutra for creating 3ds max plugins -> http://www.gamasutra.com/features/19980220/baumann_01.htm   ;  well it looks as if physx can save and load out binary streams, but it seems the max exporter that comes with the sdk only outputs binary files, unless im not using it correctly   ;  Ah ok sorry, I missed the physX part.  Seems to me this a specific problem you're having with the physX SDK and plugins.  You'd probably be better contacting Ageia support for help.  I doubt there'll be many (if any) people here who have experience with this since its new and only available to established developers with a lisence with Ageia from what I understand.   ;  The PhysX SDK is available for free, for NON-commercial use. But, the freely-available SDK is not the very latest and greatest, e.g., licensed developers have access to slightly later versions of the SDK.I believe the support forums are open to the public, e.g., people who have registered and downloaded an SDK version, but who are not licensed developers.   