Cool, thanks for all that!
I will certainly look into a C# wrapper for Bullet or ODE. When you don't know what to look for specifically... Well.. You don't find much.
I'm also just 1 dude with a project that already spans 2 operating systems and about 15000 lines of code between its 8 major components, so I have to keep the tinkering to a minimum.
That Unity project you worked on, just out of curiosity, how many man hours did it take to get it working like that?
After my most recent re-examination and these many subsequent discussions I'm almost certain I can achieve the desired game-play as well as the overall look and feel I require, without using an "authoritative" physics simulation at all. The client will be using its physics capabilities to motivate objects it "influences/owns" only. You can check out the most recent posts on my blog if you want to see what I'll probably never be able to succinctly explain.
Thanks for giving me some very specific paths to explore. Always happy to see all the angles and learn all the ways.
1 minute ago, Hodgman said:
IIRC Bullet has a GPU version that's separate from the CPU version, and PhysX can optionally use a GPU for acceleration. Typically GPU physics is only used for "optional" calculations - graphics fluff like sparks, debris, animated hair and cloth, etc...
I don't know of any physics library that doesn't work without a GPU.
Well, apparently I was looking up engines and not libraries. And not very thoroughly at that.
Game physics is not a topic I've studied much until recently. If that is not apparent. Lol.
I'm gonna look into a few libraries with C# wrappers, but this discussion is mostly academic at this point as I believe I've solved the riddles I was struggling with. Without an authoritative simulation at all.