Physics dissection (forthcoming)

Cloud-native Physics Service for multi-user XR scenes

A cloud-native network application features a physics server (PhyS) that performs complex physics-based simulation behaviors for any XR pipeline. PhyS is responsible for managing all physics calculations and simulations. It also serves as a relay server, enabling multi-user collaboration within the same XR session.

The resulting transformations of all simulated physics objects, accompanied by any collision and trigger events, are transmitted to all users in the session. These broadcasts are handled by the MAGES NXT Graphics Application, which maintains the Lessons-Stages-Actions graph (LSA), manages user input, graphics rendering, and game logic. In that respect, each GameObject is automatically dissected into two parts: the Graphics-object (residing within the Unity project) and the physics-object (within the Remote Physics Server). The Graphics Application provides the Physics Server with updates regarding user input or game logic, which in turn updates the physics objects accordingly, completing the communication cycle of the dissection.

../../../_images/physics.png

Demonstration of Graphics Application along with the Remote Physics server, showcasing co-operation between users.

Developers can use the Physics Dissection MAGES NXT Module to easily develop Unity-Based XR Applications using the dissected Physics Engine and discard the native Unity Physics engine. Additionally, a Network API is also provided to allow advanced developers more freedom in harnessing the power of the dissected physics Engine.

../../../_images/diagram1.png

Conceptual architecture of the upcoming Cloud-native Physics Service for multi-user XR scenarios.

Primary objective of the dissected Physics engine, is to alleviate the processing demands of user equipment (UE), by offloading physics computations to cloud/edge resources, exploiting high speed networks to maintain minimal latency. This advancement will significantly improve the mobility of the XR user, prolonging the battery life & improving visual fidelity of applications on standalone XR head-mounted displays (HMDs).

Final Feature List:

  1. Physics Dissection of any MAGES NXT Scene using a universal Remote Physics Server.

  2. XR Device support using OpenXR and Oculus via Unity’s XR Plug-in Management

  3. Interaction with Game Objects that have been Dissected into Graphics & Physics Objects

  4. MAGES NXT No-code Scenegraph & Action Prototyping Support

  5. Multiplayer support, with support for cross-play between AR and VR Devices.

../../../_images/fidal_test.png

Demonstration of our multiplayer along with the physics server, showcasing twelve bots.

Important

This solution does not use Photon; it is based on our networking API.