plf_engine
Bullet
plf_engine | Bullet | |
---|---|---|
1 | 41 | |
15 | 11,907 | |
- | 0.9% | |
10.0 | 4.5 | |
about 5 years ago | 20 days ago | |
C++ | C++ | |
zlib License | GNU General Public License v3.0 or later |
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plf_engine
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Born to be (a)Live
Sure, what the heck! After my last talk (CPPnow, this year) I pretty much decided that was me done for public speaking - it takes a lot out of me. But the opportunity to speak with my heroes is too good an opportunity to pass up. Maybe I could be predominantly an interviewer and Fred could be predominantly an interviewee - that would leverage my technical understanding while keeping the focus on UQM2. A conversation about code and design and music. I have only written one general-purpose game engine so I would qualify my expertise there as amateur, but I have also hacked on the later versions of UQMHD, which makes me familiar with that work - in addition my own engine was what led to the creation of plf::colony (hopefully going to be included in the C++26 standard). Also, I have no connections regards public distribution of materials, so the release/marketing of such a product (interview, or series of interviews, or whatever) would be on your terms.
Bullet
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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)...
- Looking for specific pre-Microsoft Havok Physics SDK version (2013, 2014)
- Software for Mechanism Analysis
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Does anyone know any good open source project to optimize?
I suspect most C++ physics libraries like Box2D (https://github.com/erincatto/box2d) or Bullet3 (https://github.com/bulletphysics/bullet3) could really benefit a lot from SIMD.
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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X4's Upcoming Multiplayer Features Are a Huge Step Forward
No, they replaced Bullet with Jolt. That is considerably more than "some adjustment", regardless of what you think of the result.
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Brick Breaker
Vulkan graphics via Intel GVK, and physics via Bullet
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Ive been programming for four years and I told my dad to watch long videos and complete your own projects to learn most efficiently. He thinks he’s ready to tackle any project after a ten minute video…
The first two have a bunch of great examples, and I’m tying them together by refactoring some of the THREE examples to fit the ECS paradigm defined in AFrame. then upping the ante by adding physics using AMMO, which is more challenging since it’s only a partial implementation of Bullet, and already poorly documented (yet popular) physics engine.
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Their music is just too good
Plus, SM uses a system called bullet physics, I imagine this would be rather complex to rework into a modern engine such as Unreal or Unity (after all, the majority of performance issues come from the physics engine rather than the graphics engine)
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Is anyone working on more effecient HDT-SMP?
The physics in HDT-SMP are actually being calculated outside of Skyrim's engine with Bullet, an open-source physics engine. So this isn't some limitation of Skyrim's engine.
What are some alternatives?
PhysX - NVIDIA PhysX SDK
Box2D - Box2D is a 2D physics engine for games
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
ODE
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.
Simbody - High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
reactphysics3d - Open source C++ physics engine library in 3D
raylib - A simple and easy-to-use library to enjoy videogames programming
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
Chipmunk - A fast and lightweight 2D game physics library.