Thx zhuchun.
Good one.
The Rocket Leage video is very interesting. Haven’t seen full from 0 to last minute, since is over 1 hour long, but picked up few moments. The discussion is referring to interesting challenges. Some of them I had already partially solved, other I have never thought about yet.
Havok was something I looked at some point, but there was some reason, I didn’t want to pick it up. Newton Ihave seen somewhere, but not investigated it. I looked other c++ light way engines as well, similar to proposed .Net jitterphysics. But mainly to check the source code. One of them was so “light”, it only considered box collisions.
rizu,
I am happy for PhysX to get better and better, specially for Unity3D. Specially in recent testing, I found it can run on all 8 of my cores.
Just to refactor reason, why looking for an alternative physics engine, is to find out, if ECS linked with other physics engine, can be more performant than Hybrid ECS with Unity collision system. Which isn’t light weight from my understanding, since it introduces many additional features. These are good for OOP of course and Unity approach. But no so for ECS.
Doubles is something, I am highly interested. And maybe others as well. Thx for mentioning it.
In current case, I have built some form scaled down system and multiple parallel worlds with voxel-ish objects, which all worlds are in origin 0 and never move, nor rotate. Also for OOP static collision performance reasons. With tricks of multiple cameras, I can see each world moving from selected world (standing point). Just like looking at planets in solar system. With doubles, I would not need to look into such tricks. Considering, I want run every world at the same time, while keeping at distance. Also, in my case avoiding Unity masks, is something mostly anticipated, since all worlds, have independent collisions. So should not interact. It works on my OOP approach. But wanting to convert it to ECS, when and what I can and is feasible.
Having doubles, I would remove number of such issues, even ECS supports nativelly multi worlds. I could equally now stay with ints and 0 origin for multiple worlds. Mind, I don’t need to use Floating Point Origin, since I wanted avoid it from the start.
So having engine with supports doubles including custom in ECS, that is something looking definitely forward.
This gave me some extra thoughts.
At this point, I will try custom approach on Pure ECS and see where I can end up. Then I can consider other alternatives.
The topic is definitely good one.
Thx for contribution.