BEPUphysics alternatives and similar packages
Based on the "Game" category.
Alternatively, view BEPUphysics alternatives based on common mentions on social networks and blogs.
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MonoGame
One framework for creating powerful cross-platform games. -
Xenko
Xenko is a 2D/3D cross-platform game engine featuring a scene editor, particles, physically based rendering (PBR), scripting, and much more -
Nez
Nez is a free 2D focused framework that works with MonoGame and FNA -
CocosSharp
CocosSharp is a C# implementation of the Cocos2D and Cocos3D APIs that runs on any platform where MonoGame runs. -
Wave Engine
This repository contains all the official samples of Evergine. -
https://github.com/devtodev-analytics/winstore-sdk
devtodev SDK for Windows and Windows Phone
Access the most powerful time series database as a service
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README
bepuphysics v2
This is the repo for the bepuphysics v2 library, a complete rewrite of the C# 3d rigid body physics engine BEPUphysics v1.
The BepuPhysics and BepuUtilities libraries target .NET 6 and should work on any supported platform. The demos application, Demos.sln, uses DX11 by default. There is also a Demos.GL.sln that uses OpenGL and should run on other platforms. The demos can be run from the command line (in the repo root directory) with dotnet run --project Demos/Demos.csproj -c Release
or dotnet run --project Demos.GL/Demos.csproj -c Release
.
The physics engine heavily uses System.Numerics.Vectors
types, so to get good performance, you'll need a compiler which can consume those types (like RyuJIT).
To build the source, you'll need a recent version of Visual Studio with the .NET desktop development workload installed. Demos.sln references all relevant projects. For more information, see [Building](Documentation/Building.md).
Features
- Spheres, capsules, boxes, triangles, cylinders, and convex hulls
- Compounds of the above
- Meshes
- A [whole bunch of constraint types](BepuPhysics/Constraints/)
- [Newts](Demos/Demos/NewtDemo.cs)
- Linear and angular continuous collision detection
- Extremely low cost sleep states for resting bodies
- Efficient scene-wide ray and sweep queries
- [Character controller example](Demos/Demos/Characters/CharacterDemo.cs)
- At least somewhat extensible collision pipeline, with [example custom voxel collidable](Demos/Demos/CustomVoxelCollidableDemo.cs)
- Highly nonidiomatic APIs
- Super speediness
- And a bunch of other miscellaneous stuff!
Links
Report bugs [on the issues tab](../../issues).
Use the [discussions tab](../../discussions) for... discussions. And questions.
By user request, there's a discord server. I'll be focusing on github for long-form content, but if you like discord, now you can discord.
[Getting Started](Documentation/GettingStarted.md)
[Building](Documentation/Building.md)
[Q&A](Documentation/QuestionsAndAnswers.md)
[Stability Tips](Documentation/StabilityTips.md)
[Performance Tips](Documentation/PerformanceTips.md)
[Substepping](Documentation/Substepping.md)
[Continuous Collision Detection](Documentation/ContinuousCollisionDetection.md)
[Contributing](CONTRIBUTING.md)
[Change log](Documentation/changelog.md)
[Upgrading from v1, concept mapping](Documentation/UpgradingFromV1.md)
[Packaging and Versioning](Documentation/PackagingAndVersioning.md)
Check the [roadmap](Documentation/roadmap.md) for a high level look at where things are going.
If you have too many dollars, we are willing to consume them through github sponsors.