Nez VS BEPUphysics

Compare Nez vs BEPUphysics and see what are their differences.

Nez

Nez is a free 2D focused framework that works with MonoGame and FNA (by prime31)

BEPUphysics

Pure C# 3D real time physics simulation library, now with a higher version number. (by bepu)
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Nez BEPUphysics
19 5
1,703 2,126
- 4.7%
7.1 8.9
3 days ago 22 days ago
C# C#
MIT License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Nez

Posts with mentions or reviews of Nez. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-23.
  • How easy is Monogame for a beginner coming from game engines?
    6 projects | /r/monogame | 23 Dec 2022
    Monogame has a good number of libraries, ranging from utility and QOL stuff all the way up to something like Nez, a huge library completely reworks how Monogame works.
  • Looking for advice on making a command line "dev console"
    2 projects | /r/monogame | 14 Nov 2022
  • Entity System for Nez?
    2 projects | /r/monogame | 26 Jul 2022
    I think the FAQ you found is outdated. Nez still has an ECS system updated as recently as 3 months ago, and the Core class still has the code for handling scenes and scene transitions. The relevant FAQ is here, a year newer than the other.
    2 projects | /r/monogame | 26 Jul 2022
    They still have an Entity-Component system, but no longer an Entity-Component-System system. The part of the FAQ I’m referring to is here: Entity Systems
  • I need to make a game in WPF
    2 projects | /r/csharp | 10 Feb 2022
    If your background is in C#, and you think Unity is overkill or you don't want to be taken out of a pure code ecosystem (unity is like a glorified level editor), then I would highly recommend MonoGame using the Nez framework https://github.com/prime31/Nez . Its all C#, and it gives you everything you need to start making a game and nothing else - just the kitchen sink. It gives you a game loop, media capabilities, an actor system, a UI system, collisions, animation tweening, and a lot more. The code to get started is literally simpler than a new WPF app. Check out the sample library. https://github.com/prime31/Nez-Samples The code to create a 2d tileset game with collisions, a follow camera, and a movable character who can shoot fireballs is only 300 lines long.
  • Are there any common practices/conventions that I should know about?
    3 projects | /r/monogame | 10 Oct 2021
    Here's an example of a more fleshed out game engine built for monogame: https://github.com/prime31/Nez
  • I am looking for a new engine. Any suggestions?
    3 projects | /r/gamedev | 15 Sep 2021
    If you're cool with just writing code with no GUI environment, I'm a big fan of Monogame, especially when paired with the Nez library extension. Using Monogame by itself is fine and let's you do basically everything from scratch how you want it, but Nez gives you a strong foundation of basics handled for you without completely getting in your way, including an entity-component style workflow that you may be used to from Unity.
  • For the AGE engine that uses ECS, does anyone know how they connected the json definitions to C# code?
    4 projects | /r/roguelikedev | 9 Jun 2021
    Here
  • What programming language, library, etc should I use?
    3 projects | /r/gamedev | 8 Jun 2021
    You want a minimal library that gives you a solid base to implement your own systems, and also in C#? Probably the Monogame Framework. It's what games like Celeste, Fez, Stardew Valley, and Streets of Rage 4 were made using. If you want a few of the "standard" game engine systems pre-built but not to the same extent as something like Unity, most would recommend adding the Nez Framework as an accompaniment to Monogame.
  • 2d level editor for 2d platformers and rpg?
    3 projects | /r/monogame | 1 Apr 2021

BEPUphysics

Posts with mentions or reviews of BEPUphysics. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-28.
  • Current state of 2D game code-first frameworks?
    3 projects | /r/csharp | 28 Apr 2023
    The best pure-C# physics library (hands-down) is bepuphysics2, which unfortunately is mainly a 3D physics library, but could be used for 2D if you wanted to get your hands dirty.
  • Physics Engine
    2 projects | /r/csharp | 17 Nov 2022
  • Open Source C++ Physics Libraries for Dedicated FPS Server?
    3 projects | /r/gamedev | 22 Sep 2022
    Bepu Physics is pretty good and is written in really optimized C#, the author's blog post are really interesting to read.
  • GJK: Collision detection algorithm in 2D/3D
    5 projects | news.ycombinator.com | 9 Mar 2022
    The usual approach is some form of sweep to get a time of impact. Once you've got a time of impact, you can either generate contacts, or avoid integrating the involved bodies beyond the time of impact, or do something fancier like adaptively stepping the simulation to ensure no lost time.

    If the details don't matter much, it's common to use a simple ray cast from the center at t0 to the center at t1. Works reasonably well for fast moving objects that are at least kinda-sorta rotationally invariant. For two dynamic bodies flying at each other, you can test this "movement ray" of body A against the geometry of body B, and the movement ray of body B against the geometry of body A.

    One step up would be to use sphere sweeps. Sphere sweeps tend to be pretty fast; they're often only slightly more complicated than a ray test. Pick a sphere radius such that it mostly fills up the shape and then do the same thing as in the previous ray case.

    If you need more detail, you can use a linear sweep. A linear sweep ignores angular velocity but uses the full shape for testing. Notably, you can use a variant of GJK (or MPR, for that matter) for this: http://dtecta.com/papers/jgt04raycast.pdf

    If you want to include angular motion, things get trickier. One pretty brute forceish approach is to use conservative advancement based on distance queries. Based on the velocity and shape properties, you can estimate the maximum approaching velocity between two bodies, query the distance between the bodies (using algorithms like GJK or whatever else), and then step forward in time by distance / maximumApproachingVelocity. With appropriately conservative velocity estimates, this guarantees the body will never miss a collision, but it can also cause very high iteration counts in corner cases.

    You can move a lot faster if you allow the search to look forward a bit beyond potential impact times, turning it into more of a root finding operation. Something like this: https://box2d.org/files/ErinCatto_ContinuousCollision_GDC201...

    I use a combination of speculative contacts and then linear+angular sweeps where needed to avoid ghost collisions. Speculative contacts can handle many forms of high velocity use cases without sweeps- contact generation just has to be able to output reasonable negative depth (separated) contacts. The solver handles the rest. The sweeps use a sorta-kinda rootfinder like the Erin Catto presentation above, backed up by vectorized sampling of distance. A bit more here, though it's mainly written for users of the library: https://github.com/bepu/bepuphysics2/blob/master/Documentati...

What are some alternatives?

When comparing Nez and BEPUphysics you can also consider the following projects:

JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.

MonoGame - One framework for creating powerful cross-platform games.

Stride Game Engine - Stride Game Engine (formerly Xenko)

MonoGame.Extended - Extensions to make MonoGame more awesome

FNA - FNA - Accuracy-focused XNA4 reimplementation for open platforms

Xenko

Wave Engine - This repository contains all the official samples of Evergine.

osu-framework - A game framework written with osu! in mind.

CocosSharp - CocosSharp is a C# implementation of the Cocos2D and Cocos3D APIs that runs on any platform where MonoGame runs.

Duality - a 2D Game Development Framework