# bepuphysics1int **Repository Path**: peterxiang/bepuphysics1int ## Basic Information - **Project Name**: bepuphysics1int - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 1 - **Forks**: 0 - **Created**: 2021-01-19 - **Last Updated**: 2022-03-06 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # BEPUphysicsint v1 *This is a fork of the awesome [bepuphysics v1](https://github.com/bepu/bepuphysics1)* BEPUphysics is a pure C# 3D physics library by [BEPU](http://bepuphysics.com). It's fast and has a bunch of cool features like constraints, terrain, static and instanced meshes, continuous collision detection, custom collision rules, vehicles, easy multithreading, yadda yadda yadda. BEPUphysicsint is a fork that uses the [FixedMath.net](https://github.com/asik/FixedMath.Net) fixed-point integer math instead of floats. This ensures full cross-platform determinism of the physics simulation. This fork is (almost 100%) compatible with BEPUphysics, so please refer to the BEPUphysics [documentation page](Documentation/Documentation.md) for reference. # Known issues * The value range of fixed point number is much more limited than float. As a result, the extent of the physics world should be limited to about 1000 on each axis. When the *CHECKMATH* compilation symbol is specified (e.g. in DEBUG builds), the math library will throw overflow exceptions. * Performance. Currently this fork is about 4 times slower than the float version. Hopefully this will be improved soon, but the fixed-point version will definitely remain slower than the float version. # Determinism caveats * Multithreading has to be disabled, otherwise the simulation will not be deterministic. See [InternalMultithreading](Documentation/InternalMultithreading.md#3a--determinism) for reference. * Do not use floating point values when setting up the physics world. This probably also applies for collision meshes! # For discussions about BEPUphysics, please head to the [BEPUphysics forums](https://forum.bepuentertainment.com). If you're looking for more BEPU-related stuff, head to the [main BEPU website](http://bepuphysics.com). If you're feeling angelic, you can throw money at the creators of BEPUphysics: ![](Documentation/images/readme/angelduck.png) [![](Documentation/images/readme/throw%20money.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=contact%40bepuentertainment%2ecom&lc=US&item_name=BEPUphysics&no_note=0¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donate_LG%2egif%3aNonHostedGuest)