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Is this a deterministic physical engine? #77
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It is deterministic on the same hardware using the same version of BulletSharpUnity3D. I think this is about the same as recent versions of PhysX. Have you looked at the new UnityPhysics? https://docs.unity3d.com/Packages/com.unity.physics@0.6/manual/index.html It strives to be fully deterministic, even across different hardware. |
In order to ensure the consistency of different platforms. I still plan to replace the floating-point numbers in the source code with fixed-point numbers. Do you have any suggestions? I don’t know how to replace the C language library |
The C language lib is this github project. https://github.com/Phong13/BulletSharpPInvoke You would need to modify it, re-build it and then add it your fork of the BulletSharpUnity3d project. |
I took a look at the C source code. It seems that modification is not an easy task. But I really want to use the physics engine BulletSharpUnity3d in the project. What do I need to do to achieve computing consistency on all platforms? Can you give me some suggestions? Thank you very much |
Achieving consistency across all platforms is a technical challenge. These are the things you need to watch out for:
If it were me, I would take a look at the Unity Physics package. It is fully open source and is designed to be fully interoperable across many platforms. |
Hello, I'm trying to develop a frame synchronization game. So the physical system must be deterministic. Is bullet sharpunity3d deterministic?
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