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bepuphysics 2.4: the fastest physics yet!

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  • Опубликовано: 17 фев 2022
  • bepuphysics 2.4 adds a bunch of speediness on top of the speediness already present, producing hyper speediness.
    bepuphysics2 is a free and open source physics engine. Main repo with demos: github.com/bep...
    Videos recorded on a 3970X. Benchmarks at the end. Note that a 12900K actually beats a 3970X sometimes, you don't need a megabeefy 32 core CPU to be speedy!
    All benchmarks in the video can be found at: github.com/Ros...
    Music in order of appearance:
    Never Heard a Rhyme Like This Before by Scott Altham (c) copyright 2009 Licensed under a Creative Commons Attribution license. dig.ccmixter.or...
    Smokey Eyes by Stefan Kartenberg (c) copyright 2017 Licensed under a Creative Commons Attribution (3.0) license. dig.ccmixter.or... Ft: Kidjazz (Lemoneight)
    Nightmares by Donnie Drost (c) copyright 2012 Licensed under a Creative Commons Attribution (3.0) license. dig.ccmixter.or... Ft: snowflake
    Into the J by Admiral Bob (c) copyright 2020 Licensed under a Creative Commons Attribution (3.0) license. dig.ccmixter.or... Ft: Geoffpeters

Комментарии • 55

  • @Eva-ez1ks
    @Eva-ez1ks 2 года назад +18

    I have followed bepu physics since childhood and it makes me so happy to see its continued development

    • @bepu
      @bepu  2 года назад +18

      and so shall it continue until the end of time, for some reason

  • @clonkex
    @clonkex Год назад +12

    I am indeed very impressed with the 60 substep spinny rope thing. You're welcome.

  • @unfa00
    @unfa00 10 месяцев назад +7

    This is beyond insane. I never thought simulations this massive could work this well in realtime. And this tech is FOSS! You're a legend!

  • @stasdev
    @stasdev 2 года назад +6

    Insane work! I really enjoyed checking out the demo
    Hope someday I'll use it in my games

  • @GeorgeTsiros
    @GeorgeTsiros 2 года назад +5

    1:41 as a physicist: 🙇 (i'm bowing in deep respect please acknowledge it i'm old and my back now hurts)

    • @bepu
      @bepu  2 года назад +4

      I acknowledge and appreciate it.

  • @gameprogramming6550
    @gameprogramming6550 10 месяцев назад +5

    Insane Physics engine. It can change many things. Thanks for this engine. May God Bless you and Guide you !!

  • @oshinwane6902
    @oshinwane6902 Месяц назад

    love you man you have a lot of followers. keep it up

  • @trumpmcdonaldz1510
    @trumpmcdonaldz1510 2 года назад +3

    The newt strikes back

  • @Sloppy_McFloppy
    @Sloppy_McFloppy 2 года назад +3

    God, I can't wait until NeosVR adds proper rigidbodies so we can REALLY see BepuV2 shine.

  • @realsphere
    @realsphere Год назад +3

    Well be using this in our Game Engine!
    Great work!

  • @noiamhippyman
    @noiamhippyman 2 года назад +8

    Those chain/rope physics kind of blew me away. Are you one your way to creating the new industry standard?!

    • @bepu
      @bepu  2 года назад +4

      Who knows! Might have to make it easier to use from C/C++/Rust land first... which is actually pretty doable.

    • @runninggames771
      @runninggames771 10 месяцев назад

      @@bepuWhy did you decide to write it in c#?

    • @bepu
      @bepu  10 месяцев назад +4

      ​@@runninggames771 The most direct answer is "because the rest of our projects are."
      Other considerations:
      -My preferred style is roughly C-with-generics, which C# does very well. Most of my code doesn't rely on the GC, but it's nice to have it in the cases where I can use it.
      -Vectorization, hardware intrinsics more generally, and threading are all remarkably ergonomic in C#. I'd rather write a vectorized codebase in C# than Rust/C/C++ at this point.
      -C++ is several steps too crunchy for my tastes.
      -Build times are very short, and the tooling is good.
      -Rust wasn't as mature when I was getting started with bepuphysics2.
      -Nowadays, NativeAOT means other languages can consume C# libraries as if they were C libraries.
      -Also nowadays, these languages all expose what's needed to achieve ~optimal performance. Porting bepuphysics2 to rust/C/C++ or something would not make it faster.

    • @runninggames771
      @runninggames771 9 месяцев назад

      @@bepu Incredible work, my jaw hit the floor seeing the multi threaded ray cast demo. Most of this stuff is outside of my understanding, i was just curious about why it was written in c# as I have people tell me c# is slow all the time. Thank you for the explanation, and thank you for this incredible project.

  • @forestrf
    @forestrf 2 года назад +2

    I'm happily impressed! Also enjoyed the video as much as the last bepu physics one

  • @catapillie
    @catapillie 2 года назад +5

    this is quite insane

  • @ZealousSanity
    @ZealousSanity 2 года назад +1

    I'm shocked! I start studying.
    Even if I can't, you are Geniuses!

  • @clonkex
    @clonkex Год назад +1

    Heck yes, Mould effect!

  • @Legnog822
    @Legnog822 4 месяца назад

    we need a blender port of this for ridged bodies holy crap

  • @Deniil2000
    @Deniil2000 7 месяцев назад

    Barney: "Damn! Why aren't we using it?"

  • @KPlanATM
    @KPlanATM 2 года назад +1

    Wow crazy! Thank you!

  • @user-mw4yp3jm1v
    @user-mw4yp3jm1v 2 года назад +1

    Amazing work!

  • @Tarapupsik
    @Tarapupsik 6 месяцев назад

    Bro did more than whole roblox corporation.

  • @konst3d
    @konst3d 2 года назад

    Looks awesome, going to add bepu2 in my 3d project. :)

  • @sh42913
    @sh42913 2 года назад

    This trailer is awesome! :D

  • @nolram
    @nolram 2 года назад +4

    I wonder how this would work with realtime destruction/fracturing.

  • @hingedevoper69
    @hingedevoper69 6 месяцев назад

    BRO HOW WTF AMAZING

  • @leandroperez9044
    @leandroperez9044 8 месяцев назад

    Impressive job!

  • @kutfingertv814
    @kutfingertv814 Год назад

    Genesis of Newts 2.4: Develop a physics engine into anything you see fit. Create a modern society based on an excessive quantity of boxes, take the path of a demonic chain fountain, grow a wild, natural group of dancers in ballcloaks, or empower yourself with an inexplicable hatred for tube buildings. The graphics cards performance is at your command.

    • @bepu
      @bepu  Год назад

      🥸

  • @CYON4D
    @CYON4D Год назад

    Great work.

  • @notorious3875
    @notorious3875 6 месяцев назад

    This need to be in skyrim as a mod replacing smp or cbpc

  • @wboumans
    @wboumans 2 года назад

    Impressive!

  • @GoldbergToastyBred
    @GoldbergToastyBred 7 месяцев назад +1

    does it has soft-body implemented? if so this is awesome
    can you tell me how to create it if it exists

    • @bepu
      @bepu  7 месяцев назад

      Yes*, see the DancerDemo, ClothDemo, PlumpDancerDemo or NewtDemo for examples:
      github.com/bepu/bepuphysics2/blob/master/Demos/Demos/Dancers/DancerDemo.cs
      github.com/bepu/bepuphysics2/blob/master/Demos/Demos/ClothDemo.cs,
      github.com/bepu/bepuphysics2/blob/master/Demos/Demos/Dancers/PlumpDancerDemo.cs,
      github.com/bepu/bepuphysics2/blob/master/Demos/Demos/NewtDemo.cs
      *: soft bodies and cloth are implemented on top of springs connecting regular bodies, just like any other constraint. VolumeConstraint and AreaConstraint help with local volume/area preservation. There is not currently support for, say, dynamically deforming surface meshes; collision is handled by whatever colliders you specify for the connected bodies. The newt demo has a dense shell of spheres.

    • @GoldbergToastyBred
      @GoldbergToastyBred 7 месяцев назад

      @@bepu omg awesome work. thank you so much mate

    • @GoldbergToastyBred
      @GoldbergToastyBred 7 месяцев назад

      @@bepu ill star the project and guys you should too

  • @damaomiX
    @damaomiX 2 года назад +2

    Is data-oriented design used internally?

    • @bepu
      @bepu  2 года назад +1

      yup!

  • @ChipboardDev
    @ChipboardDev Год назад

    This is REALLY impressive.. What are the caveats? Does it handle concave colliders?

    • @bepu
      @bepu  Год назад +2

      Compounds and meshes, yup.
      The main thing a new user would hit is how low-level the API is in places. The pose integrator callbacks expose AOSOA formatted data, directly using the CollisionBatcher is awkward because of its submission/callback dataflow required by batching, you can shoot your foot with dangling pointers, that sort of thing. I try to sand off the hard edges where possible (and there's more on the todo list), but not by compromising performance or data accessibility.

    • @ChipboardDev
      @ChipboardDev Год назад +1

      @@bepu thanks for the info, I was going to use it with Unity but from what I've seen online Unity doesn't support hardware acceleration for the vectors so I'm probably going with DOTS and unity physics for now

  • @user-vr4ed6sl1s
    @user-vr4ed6sl1s 10 месяцев назад

    after watching: holy shit, why 3a games studios don't put this in their games?

  • @not_herobrine3752
    @not_herobrine3752 Год назад

    epic

  • @QuickOkay
    @QuickOkay 2 года назад

    I want to use this for my game engine... But is there cloth?

    • @damaomiX
      @damaomiX 2 года назад

      2:18

    • @QuickOkay
      @QuickOkay 2 года назад

      @@damaomiX this simulation is based on atoms, not polygons

  • @Nebx1989
    @Nebx1989 Год назад

    I know there was a fork for v1 that used the matrix/vector classes from MonoGame; is there something like that out there already for v2? Doesn't seem like it would be too complicated to do myself, but figured I'd skip the work if it's already done.

    • @bepu
      @bepu  Год назад +1

      There isn't already a version that uses MonoGame types. I wouldn't recommend swapping out the types used internally, though; the System.Numerics types used internally are vectorized by the JIT. Swapping would hurt performance.

    • @Nebx1989
      @Nebx1989 Год назад

      @@bepu Ahh ok; so better off just converting from MG types to bepu types as needed...
      Off the top of your head, any obvious caveats/pitfalls when using bepu with xna? Are the matrices row major? Does bepu use a right-handed coordinate system?
      I apologize if these are dumb questions or should just be default assumptions; this is all pretty new to me!

    • @bepu
      @bepu  Год назад

      @@Nebx1989 The matrices are row major, yes, but you won't actually encounter matrices that often in the API (quaternions are far more common). The library itself doesn't define a handedness; it's whatever you want, so long as you're consistent. The demos use an XNA-ish right handed convention (+X right, +Y up, -Z forward).

    • @Nebx1989
      @Nebx1989 Год назад

      @@bepu Thanks for the replies, really appreciate it. I'll give it a shot and see how much of a mess I make. Spent a few hours reading some of your blog posts from the last few years and I'm blown away. I write C# all day every day and the thought of touching it in the way you're touching it has never once crossed my mind. Not sure if you're some sort of deviant or genius, but either way I'm very thankful you've created this engine and made it freely available!