Will Stride Natively Support Bepu Physics #1858
Replies: 4 comments 10 replies
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Yes, the maintainers of Stride are undoubtedly interested in integrating the Bepu Physics engine due to its significant performance advantages. However, this integration is a substantial task. Stride is not backed by a company and relies on developers who contribute in their spare time. The user who made the Bepu Physics test has to take responsibility of the integration themselves. It is highly likely that they will start the task, and the maintainers will offer support and guidance during the integration process. The task is likely to be more manageable since there is already an almost complete Stride integration of Bepu in the Focus fork of Stride. Ping @Nicogo1705. It's worth mentioning that achieving high performance is also possible with Bullet Physics by leveraging GPU instancing. So, while the integration of Bepu Physics into Stride is a promising prospect, it relies on community contributions and may take some time due to the nature of Stride's development team. |
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The video with 1200-1500 Physicsbodies was rigged and allready debunked ( i assume you talk about that one ) Bullet isnt slow. It never was. Compared to Bepu which is still updated |
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Since it is a major task, I think It would help having adding BEPUPhysics 2 support as a Open Collective project. |
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Refernece [WIP], [Physics] Bepu integration #2131. |
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Bepu Physics is very fast and robust Physics Engine. There is a test on YouTube by a Stride user. With Bepu he spawn upto 20,000 rigidbodies. With stride physics engine you can spawn upto 1200 to 1500 rigidbodies (Before physics update these were 600 now 3X more). So, will devs care about Bepu Physics engine (written completely in C#).
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