Fyrox
Box2D
Fyrox | Box2D | |
---|---|---|
63 | 35 | |
7,273 | 7,291 | |
1.8% | - | |
9.9 | 0.0 | |
about 18 hours ago | about 2 months ago | |
Rust | C++ | |
MIT License | MIT License |
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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.
Fyrox
- Fyrox Game Engine – a Rust game engine with a real editor and scripting system
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Some other Rust game engines ship with their own physics engine. Fyrox, for example, has advanced 2D/3D physics, supporting rigid bodies, joints, ray casting and more. Godot too, which has community-led Rust bindings also has an in-built physics engine as well as a Godot-native extension using the Jolt physics engine. In fact, which is reported to be more performant than the official physics engine.
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Alternative Game Engines for Marooned Unity Developers
checkout https://fyrox.rs
- List of Unity alternatives
- Fyrox - A feature-rich game engine built in Rust.
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“This Is a Disaster:” Game Developers Scramble to Deal with Unity’s New Fees
I would say Bevy isn't really similar to Unity. Something like Fyrox - https://fyrox.rs/ - would be more similar. Bevy is more low level and lacks an editor (as of now, it's planned)
- Fyrox Game Engine 0.31 is Out with Major Improvements in its Editor
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Help me find my game engine!
Fyrox might be an option, but for what you're looking (simple game logic, low performance concerns, desire for complete editor) for I'd probably choose Godot over it.
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What is Rust's potential in game development?
Besides Bevy there’s also Fyrox Engine that looks very promising. https://fyrox.rs/
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NANOVOID Devlog #1: Lua Scripting
We have our own engine. There aren't really full engines available in the Rust ecosystem. Bevy attempts to fill this, but it's far from being feature complete. There's also https://fyrox.rs/, but that's also work in progress. There's also https://rend3.rs/ which is just a 3d renderer, so you'll need to build the rest of the engine yourself.
Box2D
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
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Jolt Physics raylib: trying 3D C++ Game Physics Engine
Box2D: 2D engine used in Unity and also earlier versions of Godot. Open source.
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Box2D GitHub repo: erincatto/box2d
- Nebula is an open-source and free-to-use modern C++ game engine
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Linear code is more readable
Why is 600 lines too long? How are you able to make that judgment call without first knowing what the algorithm is even doing? People setting arbitrary limits like this is what leads to convoluted spaghetti, instead of just taking things on a case by case basis. Here’s a function from the Box2D code running a particularly complex algorithm for solving contact velocities https://github.com/erincatto/box2d/blob/411acc32eb6d4f2e96fc... .
It’s 310 lines long. It reads very well, and it looks very maintainable. It has very clear comments explaining the reasoning behind the harder parts of the code. Would you reject this code because it’s pretty long? I wouldn’t.
There is no such thing as too long or too short. There’s overengineered and there’s underengineered and there’s a sweet spot in the middle that has the perfect amount of engineering with the least amount of complexity (preferably no additional complexity than the original problem warranted). Sometimes, the problem at hand is inherently a large algorithm and requires many lines of code. Don’t split it up! It just makes it harder for future maintainers who now have to figure out if the additional functions are actually being used elsewhere or if they’re just there to make the code “pretty”.
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How would you implement a simple collision system?
There is always the approach of looking at how an existing engine is implemented, such as box2d: https://github.com/erincatto/box2d
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C++23: The Next C++ Standard
TIL Box2D must not be serious code because it doesn't use copious amounts of explicit temporaries[0].
And just for the record, I'm very glad Erin Catto decided to use operator overloading in his code. It made it much easier for me to read and understand what the code was doing as opposed to it being overly verbose and noisy.
[0]: https://github.com/erincatto/box2d/blob/main/src/collision/b...
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Make a game engine in C++
For Physics Box2d can be used as a simple starting point.
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Does anyone know any good open source project to optimize?
I suspect most C++ physics libraries like Box2D (https://github.com/erincatto/box2d) or Bullet3 (https://github.com/bulletphysics/bullet3) could really benefit a lot from SIMD.
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what to start learning
for 2D physics have a look at Box2D it's amazing https://box2d.org/
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Chipmunk - A fast and lightweight 2D game physics library.
wgpu - Cross-platform, safe, pure-rust graphics api.
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
LiquidFun - 2D physics engine for games
three-d - 2D/3D renderer - makes it simple to draw stuff across platforms (including web)
PhysX - NVIDIA PhysX SDK
gdnative - Rust bindings for Godot 3
box2d-lite - A small 2D physics engine