Asteroid_game_with_physics
Asteroid game minimal working physics using GJK Algorithm on Java Processing v3.5 (by volfegan)
GeometricAlgorithms
Geometric Algorithms implemented for Java Processing v3 (by volfegan)
Asteroid_game_with_physics | GeometricAlgorithms | |
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1 | 3 | |
4 | 62 | |
- | - | |
0.0 | 0.0 | |
about 2 years ago | almost 2 years ago | |
Processing | Processing | |
MIT License | MIT License |
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Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Asteroid_game_with_physics
Posts with mentions or reviews of Asteroid_game_with_physics.
We have used some of these posts to build our list of alternatives
and similar projects.
-
Asteroid game with minimal physics using GJK algorithm as collision detection
Source code: https://github.com/volfegan/Asteroid_game_with_physics
GeometricAlgorithms
Posts with mentions or reviews of GeometricAlgorithms.
We have used some of these posts to build our list of alternatives
and similar projects.
-
Metaballs/Meta-diamonds with Marching Squares Algorithm
Source code (Processing): https://github.com/volfegan/GeometricAlgorithms/tree/master/Marching_Squares_Coloured_Metaballs
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Teaching Y=MX + C With P5JS
Basically, most collision detection is done with line interception, circles, polygons, etc. So lines are important for games to exist and other interesting space/object interaction. Circle to circle collision is especially easy to do. Geometric Algorithms use a lot of math (books reference on link), but I never went ahead with all its concepts like triangulation Delaunay triangulation, simple non-overlapping Triangulation, etc.
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Bubbles drifting with circle packing algorithm
As the circle objects flow, this actually forces their radius to become more homogeneous. Quite boring looking for something I spend a lot of time understanding its inner work. This is one of those things that the static image is better than the animated. It runs slow at this screen size, but as I didn't like the results I don't think I will improve its efficiency by implementing some quadtree or spatial hashing.
What are some alternatives?
When comparing Asteroid_game_with_physics and GeometricAlgorithms you can also consider the following projects:
pymunk - Pymunk is a easy-to-use pythonic 2d physics library that can be used whenever you need 2d rigid body physics from Python
ConvexBodyProximityQueries.jl - A fast module for computing proximity queries between convex bodies in 2D/3D
polybooljs - Boolean operations on polygons (union, intersection, difference, xor)
dotSCAD - Reduce the burden of mathematics when playing OpenSCAD
contour-rs - Contour polygon creation in Rust (using marching squares algorithm)
Computational-geometry - Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc
Asteroid_game_with_physics vs pymunk
GeometricAlgorithms vs ConvexBodyProximityQueries.jl
Asteroid_game_with_physics vs polybooljs
GeometricAlgorithms vs dotSCAD
Asteroid_game_with_physics vs ConvexBodyProximityQueries.jl
GeometricAlgorithms vs contour-rs
GeometricAlgorithms vs Computational-geometry