I need physics engine to simulate game world on server. I googled for .Net physics engines and they all were released in 2006-2009. So is there any good physics engine that I can use?
What I need from engine is box, spheres collisions..
Update: sorry forgot to mention i need 3d engine
Update: In case someone will need managed physics engine look at Jitter, it's pure managed and from the developer of JigLibX
A hitbox is an invisible shape commonly used in video games for real-time collision detection; it is a type of bounding box.
Continuous collision detection techniques attempt to find when two bodies collided between the previous and the current step of the simulation. They compute the time of impact, so we can then go back in time and process the collision at that point.
Physics in Unity is handled by the built-in Physics Engine. The built-in Physics Engine in Unity handles the physics for gameobject interactions and the various effects like gravity, acceleration, collisions, etc.
In the broad phase, collision tests are conservative—usually based on bounding volumes only—but fast in order to quickly prune away pairs of objects that do not collide with each other. The output of the broad phase is the potentially colliding set of pairs of objects.
I've used the very good Newton Game Dynamics via P/Invoke.
http://newtondynamics.com/forum/newton.php
There's also the well-regarded Bullet Physics engine, but I've never used it directly. It looks quite good, though.
http://sourceforge.net/projects/bullet/
You weren't clear if you needed a purely managed code engine, but note these are not.
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