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Stride Game Engine 4.3 with .NET 10 Support

stride3d.net

21–24 of 24 posts

Re: Stride Game Engine 4.3 with .NET 10 Support

#21
post #3

> Bepu Physics This is a seriously impressive physics engine. Their design is difficult to integrate with but the performance is insane. https://youtu.be/tjtwSq3u6Dg

Wow. That is actually very impressive. Things have moved quite a lot since I did a physics engine.

What makes it difficult to integrate?

Re: Stride Game Engine 4.3 with .NET 10 Support

#22
post #21
post #3

> Bepu Physics This is a seriously impressive physics engine. Their design is difficult to integrate with but the performance is insane. https://youtu.be/tjtwSq3u6Dg

Wow. That is actually very impressive. Things have moved quite a lot since I did a physics engine. What makes it difficult to integrate?

https://github.com/bepu/bepuphysics2/blob/master/Demos/Demos...

Re: Stride Game Engine 4.3 with .NET 10 Support

#23
post #22
post #21

Earlier quoted context omitted.

Wow. That is actually very impressive. Things have moved quite a lot since I did a physics engine. What makes it difficult to integrate?

https://github.com/bepu/bepuphysics2/blob/master/Demos/Demos...

Thanks!

The direct hooking into the narrow phase solver is the most performant way to go about it, but it does present several issues in state management. I did the same thing in Farseer Physics Engine, but also added high level events on bodies[1]. The extra abstraction makes it easier to work with, but due to the nature of delegates in C#, it was also quite a bit slower.

They could do with creating defaults for the narrow phase handler, buffer pool, threat dispatcher, etc. for devs who don't need extreme performance and just want a simple simulation.

[1] https://github.com/Genbox/VelcroPhysics/blob/ddf8292da6bc59e...

Re: Stride Game Engine 4.3 with .NET 10 Support

#24
post #23
post #22

Earlier quoted context omitted.

https://github.com/bepu/bepuphysics2/blob/master/Demos/Demos...

Thanks! The direct hooking into the narrow phase solver is the most performant way to go about it, but it does present several issues in state management. I did the same thing in Farseer Physics Engine, but also added high level events on bodies[1]. The extra abstraction makes it easier to work with, but due to the nature of delegates in C#, it was also quite a bit slower. They could do with creating defaults for the…

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