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Hi! Rollback determinism is a term invented by Erin Catto here: https://box2d.org/posts/2024/08/determinism/ Physics engines like Box3D have a significant amount of internal state and caching, like contact caching, and other things to speed things up. I've talked to Erin a lot about stuff like: "Hey, what if I want to do an FPS or a vehicle, but I want to roll back only the character or vehicle, like in an FPS?" From…
I see. This helps a lot thank you. Thank you for your time. I respect you deeply and have valued your work. For box2d, in the past I added a function to delete the entire contact cache and then I experimented with either calling that every single frame on both client and server, or only during a rollback. In one game, I did the former and in most others, I did that latter. In those box2d games, the entire world was p…
Box3D, an open source 3D physics engine
131–135 of 135 posts
Re: Box3D, an open source 3D physics engine
#132Earlier quoted context omitted.
I see. This helps a lot thank you. Thank you for your time. I respect you deeply and have valued your work. For box2d, in the past I added a function to delete the entire contact cache and then I experimented with either calling that every single frame on both client and server, or only during a rollback. In one game, I did the former and in most others, I did that latter. In those box2d games, the entire world was p…
That's awesome!
Re: Box3D, an open source 3D physics engine
#133Earlier quoted context omitted.
That's awesome!
OK I chatted with Erin, he says Box3D doesn't have the ability to clone a world yet, but he does plan to add it. So maybe reach out to him. I think you'll need the clone a world functionality to do the rollback properly GGPO style.
I hacked together world cloning in box 2d and am confident I could do it in box 3d as well. Especially with the record/replay/validate system to help guide the implementation.
I'll find a way to send you and Erin my project when I get it working (or when I fail)
Re: Box3D, an open source 3D physics engine
#134Box2D was a foundation for a lot of interesting physics oriented indie games in my day. I wonder if the landscape is empty enough for a resurgence.
i remember being hooked on Incredibots back when that was still a thing! that was how I heard about Box2D way back.
Re: Box3D, an open source 3D physics engine
#135Earlier quoted context omitted.
Yep, there is a WASM build with full feature support: https://github.com/jrouwe/JoltPhysics.js
I open sourced a wasm build that has better typescript support here: https://github.com/snackdotgame/jolt-ts I also have an open source character controller for it https://github.com/snackdotgame/jolt-ts-character-controller I'm a big fan of jolt because they have a more incremental way of snapshotting physics state which really reduces the amount of serialization and memory you have to do if you want to implement de…