bevy_xpbd
PhysX
bevy_xpbd | PhysX | |
---|---|---|
5 | 18 | |
959 | 2,304 | |
- | 2.3% | |
9.5 | 4.7 | |
about 1 month ago | 29 days ago | |
Rust | C++ | |
Apache License 2.0 | BSD 3-clause "New" or "Revised" License |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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bevy_xpbd
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Bevy XPBD will move away from the XPBD solver in coming months, which is worth bearing in mind if you are considering using it for your project.
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The Bevy Foundation
[2]: https://github.com/Jondolf/bevy_xpbd/issues/346
- Bevy XPBD Moving Away from XPBD Solver over Nvidia Patent
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Bevy XPBD 0.2.0: Spatial queries, Bevy 0.11 support, and a lot more
Bevy XPBD is a 2D and 3D physics engine based on Extended Position Based Dynamics for the Bevy game engine. Unlike most other physics engines in the ecosystem, it uses the ECS directly, which removes the overhead of maintaining a separate physics world and makes the engine feel much more integrated into Bevy.
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Bevy XPBD: A physics engine for the Bevy game engine
Cool! FYI, I just made a PR that adds support for applying a force at a point (and applying torque accordingly) if that's what you meant: https://github.com/Jondolf/bevy_xpbd/pull/58
PhysX
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
NVIDIA PhysX GitHub repo: NVIDIA-Omniverse/PhysX
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Recommended Physics Engine?
I don’t know of any books but here is the official documentation which includes an API reference. You can also find a lot of sample code snippets and examples on their GitHub.
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C# Game engine - suggestions
On the other hand, PhysX is available under the MIT License and is both heavily used in games and also well documented with tons of sample code.
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AMD Finally Opens Up Its Radeon Raytracing Analyzer "RRA" Source Code
The CPU implementation of PhysX is too, no reason you couldn't port that to run on AMD GPUs: https://github.com/NVIDIA-Omniverse/PhysX
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Nvidia PhysX 5.0 is now open source
The LICENSE.md file on the repo doesn't mention BSD-3-Clause at all, it's just a copywrite notice that reads more like CC-BY than a software license. That's why I said it was weird.
Very! I just picked a random file: https://github.com/NVIDIA-Omniverse/PhysX/blob/release/104.0/physx/source/physx/src/NpArticulationJointReducedCoordinate.cpp
- GitHub - NVIDIA-Omniverse/PhysX: NVIDIA PhysX SDK - 5.0
What are some alternatives?
vviz - Rapid prototyping GUI, and visual printf-style debugging for computer vision development.
RayTracingDenoiser - NVIDIA Ray Tracing Denoiser
thetawave - A physics based, space shooter game made with Rust and the Bevy engine.
physx-rs - 🎳 Rust binding for NVIDIA PhysX 🦀
raw-physics - Simple rigid-body physics simulator powered by XPBD.
PhysX - NVIDIA PhysX SDK
bevy_dolly - h3r2tic's dolly abstraction layer for the bevy game framework
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
term2d - A simple 2d drawing engine for terminal emulators.
AI4Animation - Bringing Characters to Life with Computer Brains in Unity
GameOfLife - Game of Life (2d cellular automata described by John Conway) in C, C++, Javascript, Python, Rust (plain Rust and with GGEZ), and Java (plain Java and with libgdx)
box2d-lite - A small 2D physics engine