OpenSceneGraph
Box2D
OpenSceneGraph | Box2D | |
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12 | 35 | |
3,087 | 7,291 | |
- | - | |
0.0 | 0.0 | |
about 1 month ago | about 2 months ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | MIT License |
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OpenSceneGraph
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Post-mortem of a long-standing bug in video Game Path Of Exile, which was caused by a stale pointer
I started in 2001 with OpenSceneGraph which made extensive use of intrusive pointers. This was 10 years before C++11 note. That codebase continues to be relevant and as performing as ever.
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C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
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What program do I use for a physics engine?
I have been using OpenSceneGraph for over 20 years. It is used in the military a lot and I myself have seen it used to simulate war scenarios with realtime data aboard of a command-and-control center of a battleship.
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Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
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Current state of SimRacing in Linux (Updated to 2022-2)
Speed Dreams: It is a fork of TORCS, and was born as the need to include many more functions to the latter. In Speed Dreams the menus would be completely redesigned, adding many more options and making them much more intuitive; the game acquired dynamic time, improvements in reflections, career mode, a new simulation mode and multi threading. Over time many more options were implemented, such as local multiplayer mode, Force Feedback, and of course more and better cars and tracks, a new and more powerfull graphic engine (OpenSceneGraph) among other things, making it a much more complete game than its predecessor. They recently they have presented version 2.2.3. You can also install it in AppImage and Flatpak format.
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Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
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I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
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SPEED DREAMS - Boxer 96 Carson Edition at Brno
Is not little, is very complex open source racing simulator. There are a lot of cars, categories, tracks. The physics has a lot of work . About the graphics, the devs are working on change the graphic engine to OpenSceneGraph, that actually works, but needs much more polishing. You can see his quality on this video: https://youtu.be/4daTgcxEWRg
- Getting information about classes, methods and variables in C++?
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Is there a good, open source, realistic OpenGL renderer for us to use?
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
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?
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Chipmunk - A fast and lightweight 2D game physics library.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
raylib - A simple and easy-to-use library to enjoy videogames programming
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
LiquidFun - 2D physics engine for games
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
PhysX - NVIDIA PhysX SDK
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
box2d-lite - A small 2D physics engine