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Re: Games using bepu

Posted: Sun May 08, 2016 9:08 am
by duke
I'd like to add my little UWP Windows 10 Yahtzee style game called "Yaht 3D". Made with BEPU physics and Monogame.

https://www.microsoft.com/store/apps/9wzdncrfhx4k

Thanks for making it possible :D

Re: Games using bepu

Posted: Sun May 08, 2016 6:06 pm
by Norbo
Nice Dice 8)

Re: Games using bepu

Posted: Tue Oct 18, 2016 1:49 pm
by Frooxius
Hello!

I thought I'd share my project as well since I recently made its development public! :D It's still in heavy development and doesn't even fully utilize BEPUPhysics yet, but it's been already crucial to its function, since it wouldn't be possible to interact with the environment without a physics engine and BEPU makes everything simpler because it's so neatly written, fast and platform independent :3

It's called NeosVR and I describe it as a "world engine". It has a generic synchronization engine at its core, which allows building multiplayer VR experiences in VR... and in multiplayer :D It creates an abstraction layer on top of a game engine which ensures everything stays in sync and developers (and users) can treat the world/scene as a single instance in most cases, focusing just on whatever they are building.

Here's a quick sneak preview of some testing stuff built on top of that:
https://www.youtube.com/watch?v=9fgDjhHdfUs

Here's more recent entry, shows particle systems with collisions (using BEPU for raycasts of course!):
https://www.youtube.com/watch?v=orIjC6wDh5Y

Re: Games using bepu

Posted: Tue Oct 18, 2016 7:11 pm
by Norbo
Impressive! And those particles do look delicious...

Re: Games using bepu

Posted: Fri Feb 03, 2017 12:50 pm
by VirusFree
Hello everyone,
I would like to show you my game that just went up on steam Greenlight and of course uses BEPU !! :)
Thank you so much for this amazing project. I developed the game engine by myself and at first i had physx, then bullet but it was a nightmare.
BEPU is really amazing :)

if you have Steam please vote, else you can watch the trailer here (feedback is welcomed)
http://steamcommunity.com/sharedfiles/f ... =854652160

Thank you again and looking forward to BEPU v2.0 :)

Re: Games using bepu

Posted: Fri Feb 03, 2017 7:34 pm
by Norbo
Glad it worked for you! Nice job and good luck on steam!

Re: Games using bepu

Posted: Tue May 23, 2017 4:41 pm
by kokkivos
Hi everyone,

I finally released a game on Steam that I built with BepuPhysics! It's called Metagalactic Blitz:
http://store.steampowered.com/app/56408 ... tic_Blitz/

I started using bepu a few years back while making various XNA games, and then decided to use it with MonoGame to make this one. I have been able to learn a ton by learning how Bepu works and poking around in the source code the last couple years. Thanks for putting so much work into it Norbo! I am a better person for having touched the greatness that is BepuPhysics.

To build the game, I used StaticMesh objects for the level physics, generated from some models I created in Blender. I used some cylinders for the character physics, spheres that the dodgeballs are attached to, and boxes and raycasts for ability hitboxes. If the attack needed a different shape, I would check for collision with a box and then do some calculations to see if it was within the shape (for example, distance from the middle for a circle). Many DetectingInitialCollision events were used, as well as custom collision groups.

Also, I managed to get the engine running completely deterministically for a deterministic lockstep networking model. I made sure bepu was running as single-threaded, I controlled the permutation number, and used a fixed update (Space.Update() with no parameters). other than that, I had to make sure the rest of my game code was deterministic, and that the random number generators were always synced up on both clients. I don't know if I would recommend this approach, since there is still the tiniest chance that floating point numbers could mess it all up in someone's game somewhere out there. But I did extensive testing on various Windows machines (my only platform) with both Intel and AMD processors, and after extensive fixes to my own code, never saw an occurrence of non-deterministic behavior from bepu.

Anyway that's my story, hope you check out the game.

Re: Games using bepu

Posted: Wed May 24, 2017 6:24 pm
by Norbo
Awesome work! Good luck on steam!

Hopefully the floating point continues to be consistent :D

Re: Games using bepu

Posted: Thu Mar 22, 2018 3:14 pm
by VirusFree
Hello!

My second game running on BEPUPhysics just released on steam!
http://store.steampowered.com/app/809080/Nanoui/

Thank you again for this amazing project and looking forward to BEPU v2.0 :)

Re: Games using bepu

Posted: Thu Mar 22, 2018 8:03 pm
by Norbo
Nice work, hopefully I'll have v2.0 out before you can finish a third entire game :P

Re: Games using bepu

Posted: Thu Aug 23, 2018 10:23 am
by roro56
My first game for android using bepu :D
https://play.google.com/store/apps/deta ... .BusyBalls
Thank you Norbo! Bepu is really a great piece of software.

Re: Games using bepu

Posted: Thu Aug 23, 2018 9:38 pm
by Norbo
Glad it worked for you! I hope you had a ball working on that! 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8)

Re: Games using bepu

Posted: Fri Aug 23, 2019 7:50 am
by duke
Yaht 3D has been redesigned and now released on Android :-)
iPhone app is in the pipeline and also lots of new features planned.

https://play.google.com/store/apps/deta ... com.yaht3d

Maybe i'll get around to upgrading to BEPUphysics v2.0

Re: Games using bepu

Posted: Fri Aug 23, 2019 9:16 pm
by Norbo
Well done!

Re: Games using bepu

Posted: Wed Sep 11, 2019 3:32 pm
by tomweiland
Just saw this thread, had no idea it existed :)

Here's what I've been working on:
Image

It's an open world pirate game, although it's such a large project that I may not be able to finish it (I'm mostly working on it for the learning experience).

I've written several blog posts about the development process, if anyone's interested.
You can also join my Discord server where I share updates more regularly.

Big thanks to Norbo for developing this great library, I definitely wouldn't be at this point in the project without it!