MLV-App
Bullet
MLV-App | Bullet | |
---|---|---|
7 | 41 | |
266 | 11,942 | |
- | 1.2% | |
8.8 | 4.5 | |
9 days ago | 22 days ago | |
C++ | C++ | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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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.
MLV-App
- Does anyone know any good open source project to optimize?
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riebecj/mlv-dump-ui: A Cross-Platform User Interface written in Flet for the Magic Lantern dump utility
Did you just create this software for fun (which is fair enough for me) or did you find some real advantage compared to MLVApp (which is a monster compared to your application but is free and covering already 100% of what you want to achieve, including the cross platform requirement)?
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Neutered devices, high-low-ends and high-level-lies
The application for processing RAWs, in DNG photo and video, For windows, OsX x86_64 and ARM, and Linux x86_64 https://mlv.app/
- Is the Canon EOS 7D worth buying for filmmaking?
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New Update comes with "Chroma Smooth". What does it do?
Picture from a forum
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QUESTION - What is the name of the software?
looks a bit like https://mlv.app/
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Automator shell script question (newb)
https://github.com/ilia3101/MLV-App/issues/166 (3 years old):
Bullet
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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)...
- Looking for specific pre-Microsoft Havok Physics SDK version (2013, 2014)
- Software for Mechanism Analysis
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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.
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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X4's Upcoming Multiplayer Features Are a Huge Step Forward
No, they replaced Bullet with Jolt. That is considerably more than "some adjustment", regardless of what you think of the result.
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Brick Breaker
Vulkan graphics via Intel GVK, and physics via Bullet
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Ive been programming for four years and I told my dad to watch long videos and complete your own projects to learn most efficiently. He thinks he’s ready to tackle any project after a ten minute video…
The first two have a bunch of great examples, and I’m tying them together by refactoring some of the THREE examples to fit the ECS paradigm defined in AFrame. then upping the ante by adding physics using AMMO, which is more challenging since it’s only a partial implementation of Bullet, and already poorly documented (yet popular) physics engine.
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Their music is just too good
Plus, SM uses a system called bullet physics, I imagine this would be rather complex to rework into a modern engine such as Unreal or Unity (after all, the majority of performance issues come from the physics engine rather than the graphics engine)
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Is anyone working on more effecient HDT-SMP?
The physics in HDT-SMP are actually being calculated outside of Skyrim's engine with Bullet, an open-source physics engine. So this isn't some limitation of Skyrim's engine.
What are some alternatives?
FFmpeg - Mirror of https://git.ffmpeg.org/ffmpeg.git
PhysX - NVIDIA PhysX SDK
motioncam - Motion Cam is a camera application for Android that replaces the entire camera pipeline. It consumes RAW images and uses computational photography to combine multiple images to reduce noise.
Box2D - Box2D is a 2D physics engine for games
gpr - General Purpose Raw image format
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
pfr - std::tuple like methods for user defined types without any macro or boilerplate code
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
RawTherapee - A powerful cross-platform raw photo processing program
ODE
hiring_test - Show of your coding skills by writing a renderer.
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.