GitTrends
Box2D
GitTrends | Box2D | |
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8 | 35 | |
710 | 7,308 | |
- | - | |
8.4 | 0.0 | |
7 days ago | about 2 months ago | |
C# | C++ | |
MIT License | MIT License |
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.
GitTrends
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Ask HN: Codebases with great, easy to read code?
Thanks for the kind words!
I’ve also published an open-source iOS + Android app to the App Stores, called GitTrends that leverages my AsyncAwaitBestPractices library if anyone wants to see how to use it in a real/live production app!
The source code for GitTrends is available here: https://gittrends.com
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Visual Studio 2022 for Mac Preview 7 Released
On the bright side, I was able to push a new App Store release for my Xamarin.Forms app, GitTrends, which I couldn't do previously in VS for Mac 2022 Preview.
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Announcing .NET MAUI Preview 13
Here’s a couple open-source apps I’ve made that you can check out if you’re interested in how to use C# instead of XAML: - GitTrends - An open-source iOS and Android app built in Xamarin.Forms to monitor the Views, Clones and Star history of your GitHub repos - All UI is written in C# using the Xamarin.CommunityToolkit.Markup NuGet package - Also free to download from the iOS App Store and Google Play Store - HackerNews - An open-source .NET MAUI app for displaying the top posts on Hacker News that demonstrates text sentiment analysis of each headline gathered using artificial intelligence - All UI is written in C# using the CommunityToolkit.Maui.Markup NuGet Package
- Cross platform gui frameworks that aren't xaml-based?
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MAUI Performance issues
For example, here’s an open-source app I’ve published to the App Store, GitTrends, that doesn’t use any XAML.
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GitHub Profile Views Counter
Was GitTrends causing the trouble? I’d love to fix the bug if you found one!
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How to get a list of all GitHub repo's I have write access to?
I created an open-source app, GitTrends, that’s available for free on the iOS and Android app stores that could help.
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?
GitVersion - From git log to SemVer in no time
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
LibGit2Sharp - Git + .NET = ❤
Chipmunk - A fast and lightweight 2D game physics library.
Husky.Net - Git hooks made easy with Husky.Net internal task runner! 🐶 It brings the dev-dependency concept to the .NET world!
raylib - A simple and easy-to-use library to enjoy videogames programming
Verlite - Automatically version projects via semantic git tags with a focus on being lite, optimized for continuous delivery.
LiquidFun - 2D physics engine for games
GitLink - Making .NET open source accessible!
PhysX - NVIDIA PhysX SDK
GitExtensions - Git Extensions is a standalone UI tool for managing git repositories. It also integrates with Windows Explorer and Microsoft Visual Studio (2015/2017/2019).
box2d-lite - A small 2D physics engine