Hi everyone,
I’m releasing an open-source project called UETPFCore, a multi-scale physics and simulation framework built on Unreal Engine 5.7 projects.
The goal is to provide a reusable foundation for projects that need to operate across large spatial and temporal scales (planetary → local), without floating-point drift, while remaining performant enough for real-time use. It’s intended to serve both physics-heavy games and research-oriented simulation workflows to build robust architecture and avoid duplicate effort.
The framework focuses on:
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Multi-scale coordinate handling
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Modular subsystems (time, environment, biomes, physics)
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Clear separation between fast approximations and higher-fidelity models
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Testable, extensible architecture suitable for long-running simulations
The project is early but functional, released under Apache 2.0, and actively being developed. Our studio is building our flagship game using the framework and are opening up the foundations to other projects for feedback and support.
GitHub repo:
https://github.com/ThreadedPixelFactory/UETPFCore
I’d especially appreciate feedback on:
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The overall architecture and subsystem boundaries
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Approaches to large-world precision and coordinate management in Unreal
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Patterns for supporting both real-time gameplay and longer-running simulation use cases
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Pitfalls others have hit when building similar systems in UE
I applied to Epic Mega Grants to develop the project. Happy to clarify scope or answer technical questions. Thanks in advance for feedback.
- John