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Box3D, an open source 3D physics engine

box2d.org

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Re: Box3D, an open source 3D physics engine

#51

> On the Valve side, Rubikon continues to evolve and Dirk has developed optimizations (similar to those in Box3D) in a new engine called Ragnarok. Look for that in future Valve games. wait....

Valve Box3D 3D 3 Hope!

Confirmed.

Re: Box3D, an open source 3D physics engine

#52
post #50
post #46

Yes! This is exciting to see. Erin Catto is such a cool hacker. Thank you, Erin, for sharing your code with the open source community. There wasn't anything about determinism in the announcement, but I'd really love to see some more about that, too. Trying to use Unity's built-in physics to make a networked billiards game is quite troubling, when none of the clients can happily agree on what happened.

I was looking for the same thing. There is a replay mechanism, so it seems to be deterministic. But with floating point physics, not across platforms. Though -ffast-math is unsupported according to the documentation, so maybe it is intended to be deterministic across platforms? https://box2d.org/documentation3d/recording.html EDIT: Clarified meaning about ffast-math

Ah, found more: https://box2d.org/documentation3d/md_simulation.html#autotoc... "Box3D is designed to be deterministic across thread counts and platforms."

This is absolutely fantastic!

Re: Box3D, an open source 3D physics engine

#55

Whenever I see Box2D mentioned (the library by the same author as Box3D, obviously), I think back to this story from many years ago https://kotaku.com/this-guy-created-angry-birds-physics-and-...

I used to work at Rovio (the creator of Angry Birds). Everyone was telling the story of a talk given by Peter Vesterbacka, the head of marketing. When it was time for questions, a man from the audience asked what physics engine the game uses. Vesterbacka gives the correct answer, Box2D, to which the person replied with another question. "Why isn't it mentioned in the credits? And by the way, I'm Erin Catto, the creator of Box2D." To this Vesterbacka replied "Come talk to me after the show". Maybe that's when Erin was given the hoodie? Also, his name was soon added to the credits.

But one thing amazed us all. It was impressive that the marketing guy knew which physics engine was used!

Re: Box3D, an open source 3D physics engine

#56
post #55

Whenever I see Box2D mentioned (the library by the same author as Box3D, obviously), I think back to this story from many years ago https://kotaku.com/this-guy-created-angry-birds-physics-and-...

I used to work at Rovio (the creator of Angry Birds). Everyone was telling the story of a talk given by Peter Vesterbacka, the head of marketing. When it was time for questions, a man from the audience asked what physics engine the game uses. Vesterbacka gives the correct answer, Box2D, to which the person replied with another question. "Why isn't it mentioned in the credits? And by the way, I'm Erin Catto, the creat…

To the larger point, do you know if Rovio did support/pay Eric in any other way than that hoodie?

Angry Birds generated $500M [0], supposedly.

I would also not be surprised if the Rovio developers, designers, testers, etc. who worked on this game did not get a share of that $500M pie - I actually assume they didn't.

But still, you know. Dare I say it - what about "fairness"? :-)

[0] https://gameworldobserver.com/2023/02/28/angry-birds-2-reven...

Re: Box3D, an open source 3D physics engine

#57

Yeah this library is great. Use it!!!

I love your articles. Used some techniques almost 10 years ago for hobby projects. Box2D/3D would make physics synchronisation a lot easier.

Thank you. I agree, Box3D is great! Maybe Erin will even add rollback determinism at some point. That would be a huge step forward for network physics rollback!

Re: Box3D, an open source 3D physics engine

#59
post #38

> On the Valve side, Rubikon continues to evolve and Dirk has developed optimizations (similar to those in Box3D) in a new engine called Ragnarok. Look for that in future Valve games. wait....

Valve is working on a game codenamed HLX that apparently uses a ton of physics features. No idea what "HLX" means though.

Considering the years, that X must mean we're skipping straight to ten! Gabe is a former MS employee, so of course counting problems are cropping up occasionally.
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