Off-load some physics functionality to a plugin?

This may be a far fetched idea (and is very likely not possible) but I thought I might ask anyways: Is there any (practical) way to move some physics functionality to a .dll / plugin (I’m thinking Windows stand alone only)? I ask as Unity’s physics is done on a single core but (if I understand it correctly) you can code a plug in to utilize more than one core. So then would it be possible to divert some of a game’s processing to a plugin?

its possible but it will not be simple as you can not use callbacks or anything to update the stuff from within the engine in the plugin, you must pass back data and apply it in the main thread the engine and scripting run in

Yeah, that’s kind of what I thought. If only there were an easier way…

There is, but it involves not using Unity at all …
For the time we have to bear with it until UT removes the force disable of physx multithreading, but over the 3.x lifetime I expect to see a stronger multithreading support, with unlocking the physics thread being the one thats most likely going to happen, followed by exposed controls over the number of receive and send handling threads for raknet

From your lips to UT’s ears… I sure hope that you’re right! :wink:

I hope the animation engine gets the same treatment.