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200ms of simulated network latency. Same test. Different physics engine. The first half shows Unreal's Chaos physics. Notice the visible corrections and jitter when interacting with overlapping surfaces. In the second half, I switch to Box3D (debug rendering enabled) under the same network conditions. The corrections largely disappear and... show more
20,163 views • 2 months ago •via X (Twitter)
23 Comments

*Listening* This looks so coherent. Nice, man. 🔥

Thanks man! 🙏

This is solid chief 🙌

Thanks man! Hopefully it will become more solid soon 😃

Sure mate 🫡

The difference is impressive. Great job!

Thanks, man! I believe Chaos probably has a way to avoid this, but compared to Box3D, it feels a bit overengineered, which can make things more frustrating than they need to be

Absolutely. About two years ago, I studied the Chaos implementation to understand how to use it properly, since there was no documentation available. They made some “peculiar” choices...

When they were switching from PhysX to Chaos, the entire engine - for some versions - used a single, large interface as the physics API. A bridge between the two implementations. I was hoping this was the beginning of a plugin-based physics system, but instead...

This is really really cool! I have an Unreal project and I think this can really help. Thanks for the awesome work - definitely gonna check this out once open source lands! 👑👑

Real question is how to make the swap, cause as soon as someone shows me how I sure will.

Please follow me as I will post the open source plugin as soon as is in a decent state :)

what solver settings did you have on the chaos ?

I am using the default settings! Solver Iterations • Position Iterations: 4 • Velocity Iterations: 1 • Projection Iterations: 1 Collision & Spacing • Collision Margin Fraction: 0.05 • Collision Margin Max: 2.0 • Contact Search Distance: 3.0 Physics Substepping • Max Physics Delta Time: 0.033333 • Min Physics Delta Time: 0.001333 • Substepping: Disabled (Default) • Cluster Connection Factor: 1.0

우와. 얼마 전에 멋진 파괴효과와 거미 영상을 추천으로 봤었는데 안토니오님 이었군요. 결과물들 정말 멋지게 잘 봤어요. 🤩

정말 감사합니다! 😊 추천으로 보시게 됐다니 정말 기쁘네요. 앞으로도 더 멋진 결과물 보여드릴 수 있도록 열심히 만들겠습니다! 🤩

well its caused chaos for a reason

Nice. Is Box3D simulation deterministic even at different frame rates, or do both instances need to have the exact same fps?

Too much GPU wasted on the ass crack, that's your bottleneck

Is this music necessary

Deterministic simulation making that much of a difference under latency is a great find.

200ms 지연에서 나란히 보니 차이가 꽤 노골적이네요. Box3D 쪽은 물체가 겹친 뒤에도 움직임이 덜 불안해서 비교가 바로 됩니다.

No box3d will allow you to predict which buttons the user pressed during those 200ms
