BEPUphysics and XNA

As some of you may have noticed, there's been a recent uptick in the discussion of XNA's slow fading. As the main branch of BEPUphysics is still based on XNA, I think it would be appropriate to discuss the path of BEPUphysics.

For those of you who are not aware, BEPUphysics has long had multiple forks based on different libraries for easy math interoperation. The official forks include SlimDX, SharpDX, and the dependency free fork (and of course the main development fork, which is currently XNA). The dependency free fork has its own math systems and does not depend on anything beyond .NET or Mono's libraries.

As mentioned/hidden away in the version roadmap, one of the next two major packaged releases of BEPUphysics will move over to the dependency free fork. Already, you can see progress in this direction; the dependency free math utilities have been reorganized and expanded. Internally, we are already using the dependency free fork utilities for our projects.

Expect the swap to occur in the next six months as my procrastination is overridden by 1) internal development and 2) the fact that I haven't released a proper packaged version since May 2012. (The latter of which has lead to some confusion about whether development has halted- development continues and will continue!)

The most likely target frameworks for the rewritten demos will be either SharpDX or, for wider use, MonoGame.

There have also been some discussions about WinRT versions of BEPUphysics. WinRT is not a targeted platform for our internal projects, so it's a lower priority. However, there are a variety of little annoyances and API changes (particularly with threading) which make it nontrivial for people to pull it into WinRT projects; it would be nice to solve this in one spot so there isn't a bunch of redundant work being done. I will likely get around to it eventually- assuming someone else doesn't maintain a fork for it :) Anyone? :) :)   :)   :) :) :)      :) :) :)    <:)

 

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