Deterministic Lock-step in Unity3D(iOS/Android)

Discuss any questions about BEPUphysics or problems encountered.
nbg_alta
Posts: 2
Joined: Tue Sep 26, 2017 5:15 pm

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Post by nbg_alta » Tue Sep 26, 2017 7:35 pm

Hi, I'm looking for cross platform, deterministic physics solution for unity for a long time and almost gave up with my game idea due to lack of knowledge in math and physics programming... Finally I've discovered this physics engine with this great topic, which means the hope is not dead yet... I know, this is an old topic, but I hope there is a chance you can share your work with us, thanks

Norbo
Site Admin
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Joined: Tue Jul 04, 2006 4:45 am

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Post by Norbo » Tue Sep 26, 2017 8:22 pm

This is one of those wishlist areas for v2, too. While local determinism is relatively easy in v2, cross-platform determinism through fixed point math is even trickier than in v1 due to the use of SIMD all over the place. Something I'd like to eventually try (emphasis here on eventually, considering how incomplete the core still is) is setting up some "Scalar" type variants which abstract the underlying representation away. The actual implementation would then swap based on a compiler switch.

I'm not sure if this will end up as a good solution, though- it depends on the JIT compiler being sufficiently clever in many cases, and creates a layer of API mismatch for primitive types. We'll see.

sAm_vdP
Posts: 10
Joined: Fri Feb 09, 2018 1:00 pm

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Post by sAm_vdP » Mon Feb 26, 2018 9:13 am

I am currently working on a deterministic fixed-point port of BEPUphysics v1. The current state of the project is available at https://github.com/sam-vdp/bepuphysics1int. All existing BEPUphysics demos work, but the fork is about 4 times slower than the float version. PR, bug reports and performance insights are highly appreciated!

Discussion: viewtopic.php?f=9&t=2507

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