Physics engine for serverside

Hello, can you suggest physic engine that can be used with .NET on server-side, I googled it but found only the bindings for bullet and ode but they were last released in 2006-2009?

you will unhappily have to bear with them, they are the major / only options if you want 3d physics to my knowledge

.net physics last 2 years or so has primarily focused on 2D for xna targeting for xbox live indie, the monotouch springoff of “xna” and wp7

That sounds bad… Can you reccomend what to use then ODE or bullet?
I need to check only collisions between boxes,spheres and ragdols… or even no ragdolls…

PS I thought I can write this stuff myself… Whoul this be better in this situation?

If you are interested in performance (which you likely are if you don’t use Unity for the server) don’t consider using ragdolls. if you do you can just as well use unity nodes.
also ragdolls make not much sense, there is nothing that requires them and you cant simulate them on the server anyway, they are something each client needs to simulate and due to the deltas a server side verification would cause some serious anger among users

as for what to use: I would do a basic test scenario and benchmark them to get the one thats lighter for your usage. they both have pro and cons and which one is better is heavily tied to your requirements.

As for ragdols don’t know why I mentioned them, maybe because it’s 3AM, lol.
This can be done with boxes, so in general i only need boxes and spheres. I’ll try to do some benchmarks now…

I was suggested to look at Newton game dynamics… anybody worked with it?
Trying to find wrapper for it…

You mean like Newton Dynamics • View topic - Newton .Net Wrapper for 2.0 and MDX (was the only one newer than 2004 that my research tool found in a pretty wide spread WWW search)

Here is the most up to date wrapper for Bullet physics, as I found on some forum it is oficcially maintained… I’ll stick with it.

How far you think you could go with just sphere collision? That is pretty easy to write yourself and if it’s handled server side it might not need to be that accurate.

I don’t need high accuracy and why only sphere collision?

In case someone will need managed physics engine look at Jitter, it’s pure managed and from the developer of JigLibX.

I am trying to find a solution for this as well.

In looking at Photon/Electrosever/Smartfox none of them support PhysX out of the box.

Certainly I don’t want to be simulating ragdolls or client side fx like explosions, but collision volumes as triggers, bullet prediction and client position verification are great server side uses for any physics simulator and I’d like the server and client to use the same one so results are at least similar.

It looks like there are some older Java wrappers for the PhysX SDK, still trying to figure out if that would work with one of the server APIs.

Has anyone ever pulled this off, or tried this and found it to be a waste of time?

@Scorch: Let me get this straight. If you use a 3rd party server software like Photon/Electrosever/Smartfox, the server does not know about the physics state of the Unity world your game is simulated in? How would the server do checks like if a bullet did hit a character or movement collisions of characters?

You would update a simulation server side, and let the various clients know the state. Thats what I am trying to do anyway.

To do that, the 3rd party server software has to have Unity running in the server-side which would act as its copy of the simulation. How does it access Unity?