Integrating Aether.Physics2D took a lot longer than expected, but it was quite worth the trouble. Not a lot of stuff was documented and there wasn’t a big community regarding the engine, but looking at the samples provided by the developer and the source code, it all worked out in the end.
I really wanted to use ChipmunkBinding because of my previous experience with Chipmunk2D, but it seems as if the maintainer for the C# bindings has stopped working on it and I was unable to compile it. I could fork it and continue maintaining it, but that’s an entirely separate project that I do not have the skills to do.
After playing around with the physics, I noticed that it could get funky if you mess around with
a rigid body’s velocity a bunch of times, but that should be fine. The FPS also drops a lot after
I implemented the integration. Using a Nvidia GeForce RTX 2070
GPU and AMD Ryzen 9 5900X
CPU,
it went from averaging 1.5k FPS
to 400 FPS
after the changes. I can probably find the solution
to this problem soon, since this is a big drop in performance.
That’s all for now.