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GGPhys - 100% cross platform deterministic 3D rigid body physics engine

Discussion in 'Assets and Asset Store' started by gaozy124, Dec 14, 2020.

  1. gaozy124

    gaozy124

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    At present, the mainstream physical engines on the market use floating-point computing, and there are some parallel computing mechanisms, which may lead to no guarantee of 100% cross platform certainty. However, when we develop multiplayer online games, we may adopt frame synchronization networking mode. In this case, you may need a physical engine with 100% cross platform certainty

    What is GGPhys?
    GGphys is a 100% cross platform deterministic 3D rigid body physical engine, which perfectly supports the development of frame synchronous online physical games. It is written in pure C#, and it is very easy to use.

    Features:
    • Pure C#
    • Fixed point Math
    • Spheres, capsules, boxes, and convex hulls collision detection
    • Static meshes collision detection
    • Collision constraint
    • Triggers
    • Collisions callback, triggers callback
    • Layers
    • Low cost sleep states for resting bodies
    • Multi thread speed up
    • Easy rigid body APIs
    • 100% cross platform determinacy
    • Support lockstep multi player game develop
    Support:
    Asset Store Link - https://assetstore.unity.com/packages/slug/183465
     
    Gekigengar likes this.
  2. Litwin

    Litwin

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    Hi,

    It's stateless? To be used in rollback.
     
  3. gaozy124

    gaozy124

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    its stateless, if save all rigid bodies state. it can be used in rollback
     
  4. mayanki

    mayanki

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  5. Litwin

    Litwin

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    Oh I see!

    Would the videos you posted be a stress test already? Or is GGPhys able to support many more dynamic objects?
     
  6. gaozy124

    gaozy124

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    Videos is not a stress test, In the stress test, GGPhys can handle 1100 ~ 1200 rigid body collisions at the same time less than 10ms with a i7-8700k cpu
     
  7. Litwin

    Litwin

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    Hmm, I see. I found some windows test in your website and made some tests. I believe the support currently would be 1000 or less entities, I also verified that there is a GC that is not very high, it can cause a performance problem, because of the use of the Task and apparently there are allocations in each frames.

    Anyway, nice project! :)

    What are your plans with GGPhys? Are there any plans for new features? fixes? otimizations or something?

    It would be nice if the asset had any Discord group for discussions :)
     
    Last edited: Jan 8, 2021
  8. gaozy124

    gaozy124

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    Thank you very much for your test and feedback, I will optimize these problems in later versions

    I'm developing my own physics online game, so I've developed GGPhys. I've opened it up for better problem finding and iteration. I'm planning to add joint system and raycast to later versions

    I'd love to have any discussion about GGPhys :)
     
  9. spirachi77

    spirachi77

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    Sep 26, 2017
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    is there any way to "parent" rigidbodies together? I really want to use this, but I need a way to separate hit and hurtboxes from the player while still following the player.
     
  10. steve-smg

    steve-smg

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    Jun 21, 2018
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    Hi, we recently purchased this package to test it out. Do you have plans to add joints and raycast/shape cast/overlap APIs any time soon? The package on the asset store has not been updated since January.
     
  11. zbrusher

    zbrusher

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    Dec 12, 2012
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    ouch, package not available anymore ? such a promising package. Are you planning to update it or put it back on the asset store?
    upload_2021-5-30_17-44-51.png
     
    chrisall76 likes this.
  12. SpindizzyGames

    SpindizzyGames

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    What happened to this project? I planned on purchasing it.. now its gone :(
     
  13. hyperhuzaifa

    hyperhuzaifa

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    Why did you remove it?! I was going to purchase it 3 days later :|
     
  14. joanCortes

    joanCortes

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    Dec 26, 2020
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    Still no news right?