Stockfish
Box2D
Stockfish | Box2D | |
---|---|---|
150 | 35 | |
10,498 | 7,291 | |
1.3% | - | |
9.6 | 0.0 | |
7 days ago | about 1 month ago | |
C++ | C++ | |
GNU General Public License v3.0 only | MIT License |
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Stockfish
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Manipulating the Internal World Model of a Chess Playing Language Model
The Stockfish program can be set to play at strength level 0-20. Estimates of the levels' Elo is provided here: https://github.com/official-stockfish/Stockfish/commit/a08b8...
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A chess terminal user interface implementation
- and handicapped Stockfish (https://stockfishchess.org).
The whole thing is at https://github.com/magv/bchess, and can be installed with just 'pip install bchess'.
- What could I contribute to chess as a developer?
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posttest-cli beta testers wanted
This was the result searching for all the 35 stockfish benchmark positions to depth 6.
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How many positions can the top GMs analyze per second? In engine terms what is the highest nps for humans?
Stockfish doesn't have a classical evaluation anymore. And before this, most of the time (around 90%), NNUE was used to evaluate.
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Stockfish 16 Released +47 Elo gain over Stockfish 15 (Single threaded, UHO)
If you use ChessBase on a MacBook through Parallels, there's an issue where people have posted Apple Silicon compiles for Windows: https://github.com/official-stockfish/Stockfish/issues/4241
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Stockfish 16 is ready!
Progress can be found here https://github.com/official-stockfish/Stockfish/wiki/Regression-Tests At 1 thread it has gained +18.3 elo on a balanced book, and +47.03 on UHO (unbalanced) book as well as +39.4 elo for FRC and +65.56 for DFRC. At 8 threads it has gained +14.33 elo on a balanced book and +49.46 on UHO (unbalanced book). Also testing was done on 8 threads with 180+1.8 (this is considered very long time control for fishtest standards) and progress was +9.45 on balanced book and +49.65 on UHO.
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Stockfish 16 is ready
Downloads are available temporarily here https://github.com/official-stockfish/Stockfish/releases/tag/stockfish-dev-20230622-a49b3ba7
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Is there an engine stronger than Stockfish 15.1?
The strongest version of Stockfish is the latest development version of Stockfish
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How to integrate Stockfish chess engine into React Native app (for both Android and iOS)
I am trying to implement Stockfish (a popular chess engine) into my React Native app.
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?
nibbler - Chess analysis GUI for UCI engines, with extra features for Leela (Lc0) in particular.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
nnue-pytorch - Stockfish NNUE (Chess evaluation) trainer in Pytorch
Chipmunk - A fast and lightweight 2D game physics library.
lc0 - The rewritten engine, originally for tensorflow. Now all other backends have been ported here.
raylib - A simple and easy-to-use library to enjoy videogames programming
fishtest - The Stockfish testing framework
LiquidFun - 2D physics engine for games
maia-chess - Maia is a human-like neural network chess engine trained on millions of human games.
PhysX - NVIDIA PhysX SDK
Ciphey - ⚡ Automatically decrypt encryptions without knowing the key or cipher, decode encodings, and crack hashes ⚡
box2d-lite - A small 2D physics engine