SHA256-WebGPU
box2d-wasm
SHA256-WebGPU | box2d-wasm | |
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5 | 7 | |
11 | 243 | |
- | - | |
0.0 | 0.0 | |
4 months ago | almost 2 years ago | |
JavaScript | TypeScript | |
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SHA256-WebGPU
box2d-wasm
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Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
https://github.com/Birch-san/box2d-wasm.) Godot uses box2d, too, so that would be convenient, if I switch to godot, but only if it is worth the performance improvement, which it currently does not seem to be. Maybe next year.
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WebGPU – All of the cores, none of the canvas
Following the article, you build a simple 2D physic simulation (only for balls). Did by chance anyone expand on that to include boxes, or know of a different approach to build a physic engine in WebGPU?
I experiemented a bit with it and imolemented raycasting, but it is really not trivial getting the data in and out. (Limiting it to boxes and circles would satisfy my use case and seems doable, but getting polygons would be very hard, as then you have a dynamic size of their edges to account for and that gives me headache)
3D physic engine on the GPU would be the obvious dream goal to get maximum performance, but that is really not an easy thing to do.
Right now I am using a Box2D for wasm and it has good performance, but it could be better.
https://github.com/Birch-san/box2d-wasm
The main problem with all this is the overhead of getting data into the gpu and back. Once it is on the gpu it is amazingly fast. But the back and forth can really make your framerates drop - so to make it worth it, most of the simulation data has to remain on the gpu and you only put small chanks of data that have changed in and out. And ideally render it all on the gpu in the next step.
(The performance bottleneck of this simulation is exactly that, it gets simulated on the gpu, then retrieved and drawn with the normal canvasAPI which is slow)
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Running JS physics in a webworker - part 1 - proof of concept
box2dwasm - an old, still maintained C++ library compiled to WASM. The documentation is lacking and developer experience seems poor.
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Show HN: WASM and WebGL Fluid Simulation
network inspector says 2.1MB. but that's dominated by a 1.3MB image.
the main assets of the library are:
- Box2D.simd.js (422kB)
- Box2D.simd.wasm (266 kB)
a minimal demo that uses the library can be created in just a few kB:
https://github.com/Birch-san/box2d-wasm/tree/master/demo/mod...
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[AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
A couple weeks ago I ported liquidfun to TypeScript + WebAssembly: https://github.com/Birch-san/box2d-wasm/releases/tag/v4.0.0-liquidfun.0
What are some alternatives?
web-stable-diffusion - Bringing stable diffusion models to web browsers. Everything runs inside the browser with no server support.
rapier - 2D and 3D physics engines focused on performance.
wgpu-mm
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
aioquic - QUIC and HTTP/3 implementation in Python
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
wgpu-py - Next generation GPU API for Python
LiquidFun - 2D physics engine for games
pygfx - A python render engine running on wgpu.
Box2D - Box2D is a 2D physics engine for games
stablehlo - Backward compatible ML compute opset inspired by HLO/MHLO
comlink - Comlink makes WebWorkers enjoyable.