Torque3D
Box2D
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Torque3D | Box2D | |
---|---|---|
12 | 31 | |
3,345 | 7,216 | |
0.0% | - | |
1.8 | 0.0 | |
almost 2 years ago | 8 days 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.
Torque3D
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Ask HN: Released games built on FOSS engines?
On a similar note, released games with open sourced code: https://osgameclones.com/?tag=official
https://torque3d.org was used on Airship Dragoon, Marble Blast Gold, Penny Arcade Adventures, Legions: Overdrive and descends from the original Tribes engine.
Hellbreaker, Bit Champs with https://u3d.io
And plenty of successful games with Ogre, including Torchlight: https://www.ogre3d.org/showcase
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Alternative Game Engines for Marooned Unity Developers
Torque 2D/3D: Didn't do too much digging around on this one, but both versions are MIT licensed like Godot, but it seems like the project is a little more mature, with built-in multiplayer support. Could be worth looking into as an alternative to Godot if you really want something with MIT licensing.
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How do you protect your game assets from infringement? Asking for suggestions
Torque3D- This one seems great for beginners, as it's free and open-source. The downside is, I'm not sure if it has enough features for complex projects or how secure it is.
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Devs not baking monetisation into the creative process are “fucking idiots”, says Unity’s John Riccitiello
Torque3D (the engine used to make Tribes 2, now open-source)
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I want to make a game for Linux. Where do I even start?
Torque
- The Orbiter space cimulator I
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[AskJS] Why are large, sprawling functions more common than small, compact ones?
A hundred lines? Luxury! We used to have 800-line functions written in C++! But to us, that was "object-oriented" 😌
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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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/
- Where and how can I learn to make simulation programs? I like to be a simulation developer!
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What would be the best library to build 2D simulations in python?
Do you mean drawing it or just the positions at each time step? Box2D has python bindings and would be ideal. https://box2d.org/
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How can I create a physics simulation?
I mean... there is also Box2d... (https://box2d.org/) for 2d stuff as /u/Disembleergon mentioned.
What are some alternatives?
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Chipmunk - A fast and lightweight 2D game physics library.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
raylib - A simple and easy-to-use library to enjoy videogames programming
LiquidFun - 2D physics engine for games
PhysX - NVIDIA PhysX SDK
box2d-lite - A small 2D physics engine
ODE
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
Grit - Grit Game Engine