honehone12 / bevy_netcharacon_dev

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which physics engine? #2

Closed honehone12 closed 5 months ago

honehone12 commented 5 months ago

i thought xpbd is good but it is slow. of course this point will be improved, i believe. but in addition, xpbd has to be added rigidbody for every colliders. this is impossible for complex game world. (this point is not able to be abstracted with additional layer.)

honehone12 commented 5 months ago

well, i have to go back to rapier and try with kinematic velocity based.

honehone12 commented 5 months ago

i found a important point. we can schedule system in substep for xpbd, but we cannot for rapier.

honehone12 commented 5 months ago

now we came back to #1. i'm not 100% sure, but controlling on FixedUpdate is not enough deterministic, custom collision detection should be scheduled in substep. anyway, xpbd is better for custom network engineering.

honehone12 commented 5 months ago

i will go with xpbd, i don't want read two api anymore.

honehone12 commented 5 months ago

i found new issue and i completely changed my mind #3

honehone12 commented 5 months ago

rapier this time for sure.