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BEPUPhysics vs Unity's new Havok in terms of performance #2
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I haven't tested Havok so I can only tell you for Bepu. Bepu uses System.Numerics.Vectors which is a cool .NET feature that allows writing hardware accelerated code in C#. This repo is kind of experimental for now. I would not recommend using it in Unity for an important project. Here are some threads for the Hardware acceleration stuff. |
Wouldn't it be possible to use Burst for this ? |
It would be possible but it would involve rewriting every part that involves SIMD inside Bepu. This repo is about taking Bepu code and making a wrapper for Unity not rewriting the physic engine itself. I would say the best ending for this would be to have a CoreCLR support for unity on which Bepu has really good performances and wouldn't require anything to change in here. |
Hello :) I'm really interested in BEPUPhysics and this project :)
What comments do you have in regards to BEPUPhysics and the DOTS/ HAVOK Physics that Unity is working on and rn available to use?
I'm starting to work on a new game, and seeing the performance of Bepu really got me hyped when I saw its video yesterday.
Please let me know your thoughts in comparision to Bepu vs the new physics engine Unity is currently developing.. I really have to choose one for those massive physics requirements for my Android game :)
Kind regards.
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