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Multithreaded physical computations (WIP)

Discussion in 'Made With Unity' started by Neodrop, Oct 16, 2011.

?

Is it interesting ?

  1. Yes, I need it!

    97.1%
  2. No, we have no-multithreaded Physics already

    2.9%
  1. lilymontoute

    lilymontoute

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    Looks awesome!

    As far as the engine goes. Is this/will this be completely separated/comparable to Unity's physics (in other words, not just different rigidbody/softbody components, but different collider components, support for messages, etc)?

    Either way, good stuff, and very impressive =D
     
    Last edited: Oct 20, 2011
  2. Neodrop

    Neodrop

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    I will do it as closer to unity original components as possible.
     
  3. Neodrop

    Neodrop

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    The demo from first page is updated. Work in progress.

    $newPhisics.jpg
     
  4. PolyMad

    PolyMad

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  5. Neodrop

    Neodrop

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    Now it can be 5-10 thousand of objects. Our work in progress.
     
  6. bigkahuna

    bigkahuna

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    Besides simple collisions a limitation of PhysX I would very much like to see in a new physics engine would be JOINTS THAT DO NOT STRETCH. This PhysX limitation has given me endless headaches whenever I want to do anything involving joints.
     
  7. juan-jo

    juan-jo

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    Don't forget to make it work on iOS-Android also…
     
  8. bigkahuna

    bigkahuna

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    @Neodrop - Was just wondering how this is progressing?
     
  9. Neodrop

    Neodrop

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    Still WIP. A little bit lack of time.
     
  10. bigkahuna

    bigkahuna

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    OK. Hope you get some time to work on this soon. This is something I think many of us would benefit from.
     
  11. Nick-Wiggill

    Nick-Wiggill

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    Jan 31, 2010
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    How's this coming along, Neodrop? I want to use some multithreading myself in Unity, I was wondering, do you ever find the Unity core functions mess with your multithreading performance? The reason I ask is that Aras states that Unity core uses multiple threads for eg. WWW and some rendering stuff. So I wouldn't know how to ensure that my stuff isn't interfering with their stuff, and vice-versa. Any suggestions would be great!
     
  12. Tapgames

    Tapgames

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    Hope this is still alive! :cool:
     
  13. Neodrop

    Neodrop

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    Yes, it still alive. But currently I can't say more.
     
  14. Sir-Tiddlesworth

    Sir-Tiddlesworth

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    Very impressive.
    5000 rigidbodys and it still runs at 30 fps.
     
  15. _zeta

    _zeta

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    one i can say about this, its epic my pc cant handle so much objects at this fps usualy................
    now can so i want it too, hope you finish it soon
    btw didnt know Universe Was Made by Russian :D
     
  16. Tapgames

    Tapgames

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    Hi Neodrop,

    Any progress on this?

    Roy
     
  17. Boomsma1995

    Boomsma1995

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    Hello,

    Sorry for reviving a old tread but i am really curious if this is still alive and being worked on.