Hello!
I thought I'd share my project as well since I recently made its development public!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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