Is seem you want to embed:
and that you’ve chosen Unreal or at least PhysX. I’ve not seen anyone embed it/use with Julia or other game or physics engines I know of (and mention) below except for Bullet. There are some Julia-built game engines (but not physics engines?), and possibly Makie.jl would work for you.
[Since embedding discussed there, I suppose possible, but I thought game engines to be a framework, “don’t call-us-we’ll call you”, so actually you would rather embed Julia in Unreal? And that strictly mean there, using together that way?]
By far the best game engines are, I believe, Unreal, Unity; and for open-source Godot. Historically (and at least somewhat still) the physics simplified in game [engines], and there were separate physics engines, Nvidia’s PhysX (that you may intent to use) PhysX - Wikipedia
PhysX in video games
PhysX technology is used by game engines such as Unreal Engine (version 3 onwards), Unity, Gamebryo, Vision (version 6 onwards), Instinct Engine, Panda3D, Diesel, Torque, HeroEngine, and BigWorld.
[…]
PhysX in other software
[…]
- Unreal Engine game development software by Epic Games. Unreal Engine 4.26 and onwards has officially deprecated PhysX.
- Unity by Unity ApS. Unity’s Data-Oriented Technology Stack does not use PhysX.
I’m not sure PhysX or Unreal or any of the game engines can simulate a quadcopter (I suppose a typo or synonym: quadrocopter). I could be wrong. The blades move very fast, and you mean to simulate them, at correct speed, or just visualize, emulate, show illusion of fast moving, e.g. using motion blur or known blade visualization tricks? [In games [helicopter] blades usually don’t move, just look that way, since fully realistic not needed.]
[Maybe remove the games label? Since you’re not making one. If you get any game engine to work with Julia please post about it, then with the label.]