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bepu logobepuphysics2

Pure C# 3D real time physics simulation library, now with a higher version number.

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Quick Overview

BEPUphysics2 is a high-performance 3D physics engine written in C#. It's designed for real-time simulations and games, focusing on speed and accuracy. The library provides a comprehensive set of physics features while maintaining a clean and efficient codebase.

Pros

  • High performance and optimized for modern hardware
  • Extensive physics simulation capabilities, including rigid bodies, constraints, and collision detection
  • Well-documented and actively maintained
  • Supports both single-threaded and multithreaded simulations

Cons

  • Steeper learning curve compared to some other physics engines
  • Limited built-in rendering capabilities (focuses primarily on physics simulation)
  • May require additional work to integrate with certain game engines or frameworks
  • Documentation, while comprehensive, can be technical and challenging for beginners

Code Examples

Creating a simple simulation:

var simulation = Simulation.Create(BufferPool, new NarrowPhaseCallbacks(), new PoseIntegratorCallbacks(new Vector3(0, -10, 0)));
var shape = new Box(1, 1, 1);
var description = BodyDescription.CreateDynamic(new Vector3(0, 5, 0), shape.ComputeInertia(1), simulation.Shapes.Add(shape), 0.01f);
var bodyHandle = simulation.Bodies.Add(description);

Stepping the simulation:

float timeStep = 1f / 60f;
simulation.Timestep(timeStep);

Querying body position:

simulation.Bodies.GetDescription(bodyHandle, out var bodyDescription);
Vector3 position = bodyDescription.Pose.Position;

Getting Started

  1. Install the BEPUphysics2 NuGet package:

    dotnet add package BepuPhysics
    
  2. Create a simulation and add bodies:

    using BepuPhysics;
    using BepuUtilities;
    
    var simulation = Simulation.Create(new BufferPool(), new NarrowPhaseCallbacks(), new PoseIntegratorCallbacks(new Vector3(0, -10, 0)));
    var shape = new Box(1, 1, 1);
    var description = BodyDescription.CreateDynamic(new Vector3(0, 5, 0), shape.ComputeInertia(1), simulation.Shapes.Add(shape), 0.01f);
    var bodyHandle = simulation.Bodies.Add(description);
    
  3. Run the simulation in your game loop:

    float timeStep = 1f / 60f;
    simulation.Timestep(timeStep);
    

Competitor Comparisons

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Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

Pros of Bullet3

  • More mature and widely adopted in industry
  • Supports a broader range of platforms and languages
  • Extensive documentation and community support

Cons of Bullet3

  • Can be more complex to set up and use
  • Performance may be slower in some scenarios
  • Less focus on determinism across platforms

Code Comparison

BEPUphysics2 (C#):

var simulation = Simulation.Create(BufferPool, new NarrowPhaseCallbacks(), new PoseIntegratorCallbacks(new Vector3(0, -10, 0)));
var box = new Box(1f, 1f, 1f);
var boxShape = new CollidableDescription(simulation.Shapes.Add(box));
var boxPose = new RigidPose(new Vector3(0, 5, 0));
simulation.Bodies.Add(BodyDescription.CreateDynamic(boxPose, boxShape, 1));

Bullet3 (C++):

btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
8,069

Box2D is a 2D physics engine for games

Pros of Box2D

  • Widely adopted and battle-tested in numerous games and applications
  • Extensive documentation and community support
  • Supports multiple programming languages through ports

Cons of Box2D

  • Less performant for large-scale simulations compared to BEPUphysics2
  • Limited to 2D physics, while BEPUphysics2 supports 3D simulations
  • Less frequent updates and maintenance

Code Comparison

Box2D (C++):

b2Vec2 gravity(0.0f, -10.0f);
b2World world(gravity);
b2BodyDef groundBodyDef;
b2Body* groundBody = world.CreateBody(&groundBodyDef);

BEPUphysics2 (C#):

var simulation = Simulation.Create(BufferPool, new NarrowPhaseCallbacks(), new PoseIntegratorCallbacks(new Vector3(0, -10, 0)));
var shape = new Box(1, 1, 1);
simulation.Bodies.Add(BodyDescription.CreateDynamic(new Vector3(0, 5, 0), shape.ComputeInertia(1), simulation.Shapes.Add(shape), 0.01f));

Both libraries provide similar functionality for creating physics simulations, but BEPUphysics2 offers more advanced features and better performance for complex scenarios. Box2D remains a solid choice for 2D games and simpler applications, while BEPUphysics2 is better suited for large-scale 3D simulations and high-performance requirements.

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2D and 3D physics engines focused on performance.

Pros of Rapier

  • Multi-language support: Rapier is available in Rust, C++, and JavaScript, making it more versatile for different platforms and development environments
  • Continuous collision detection: Offers better handling of fast-moving objects and prevents tunneling issues
  • Active development and community: Regular updates and a growing user base contribute to ongoing improvements and support

Cons of Rapier

  • Performance: Generally slower than BEPUphysics2 in some benchmarks, especially for large-scale simulations
  • Documentation: Less comprehensive documentation compared to BEPUphysics2, which may make it harder for beginners to get started

Code Comparison

Rapier (Rust):

let mut rigid_body = RigidBodyBuilder::dynamic()
    .translation(vector![0.0, 10.0, 0.0])
    .build();
let collider = ColliderBuilder::ball(0.5).build();

BEPUphysics2 (C#):

var body = new BodyDescription
{
    Pose = new RigidPose(new Vector3(0, 10, 0)),
    LocalInertia = default(BodyInertia)
};
var shape = new Sphere(0.5f);

Both examples demonstrate creating a dynamic rigid body with a spherical collider, showcasing similar concepts but with language-specific syntax and structure.

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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.

Features

  • Spheres, capsules, boxes, triangles, cylinders, and convex hulls
  • Compounds of the above
  • Meshes
  • A whole bunch of constraint types
  • Newts
  • Linear and angular continuous collision detection
  • Extremely low cost sleep states for resting bodies
  • Efficient scene-wide ray and sweep queries
  • Character controller example
  • At least somewhat extensible collision pipeline, with example custom voxel collidable
  • Highly nonidiomatic APIs
  • Super speediness
  • And a bunch of other miscellaneous stuff!

Links

Report bugs on the issues tab.

Use the discussions tab 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

Building

Q&A

Stability Tips

Performance Tips

Substepping

Continuous Collision Detection

Contributing

Change log

Upgrading from v1, concept mapping

Packaging and Versioning

Check the roadmap 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.