qu3e
Bullet
qu3e | Bullet | |
---|---|---|
2 | 41 | |
852 | 11,942 | |
- | 1.2% | |
0.0 | 4.5 | |
almost 3 years ago | 22 days ago | |
C | C++ | |
zlib License | GNU General Public License v3.0 or later |
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qu3e
- Most Popular C[++] Open-Source Physics Engines
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3D Car Collision Reaction
I highly recommend using a physics library. The math involved here isn't simple and implementing it yourself will be a world of pain that produces a buggy end-product. If you have a lot of time before your deadline, I recommend PhysX. It's pretty simple to implement (at least assuming you're using Windows+MSVC or Linux+gcc -- any other compiler mix will be a debugging hell) and will allow you to do a bunch of stuff that you wouldn't be able to do otherwise (continuous collision, joints, and even built-in vehicle and tire simulation). If you don't have much time before your deadline, use the qu3e library. It's straightforward to set up, small, and easy to use.
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?
reactphysics3d - Open source C++ physics engine library in 3D
PhysX - NVIDIA PhysX SDK
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.
Box2D - Box2D is a 2D physics engine for games
LiquidFun - 2D physics engine for games
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
box2d-lite - A small 2D physics engine
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
sofa - Real-time multi-physics simulation with an emphasis on medical simulation.
ODE
Chipmunk - A fast and lightweight 2D game physics library.