VelcroPhysics
Json.NET
VelcroPhysics | Json.NET | |
---|---|---|
3 | 53 | |
657 | 10,530 | |
- | - | |
1.8 | 3.7 | |
almost 3 years ago | 17 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.
VelcroPhysics
-
How easy is Monogame for a beginner coming from game engines?
MonoGame abstracts a lot of the rendering work and is easy to use for 2D games (I haven't tested its 3D support so far). It also provides you with a content pipeline plus audio and input handlers. All that's left for you to do is roll your own Entity Component System, physics, and game logic. If you're not interested in writing your own physics, there are libraries out there already. Additionally, if you don't want to get caught up in the details of data serialization, Json.NET is a great package for serializing data in JSON format. That makes it perfect when paired with a map editor such as Tiled, which can export to JSON.
-
Are things like colliders already built-in or should I program “everything” in Monogame?
Back in my indie days, I shipped a few 2D games with the Farseer physics engine on XNA to Xbox 360 and Windows phone. It's not dead either, the project lives on as Velcro Physics.
- Jeg har COVID selvom jeg er vaccineret. AMA.
Json.NET
- stopDoingJson
-
Should you use Newtonsoft.Json or System.Text.Json in 2023?
This bug and many others related to time: https://github.com/JamesNK/Newtonsoft.Json/issues/862 And they will never get fixes, because the project is kind of dead. Edit: and actually, the creator claim to have made it like this on purpose, so I don't trust it anymore.
-
Removing default values while serializing using Newtonsoft.Json
There's a related discussion on the GitHub repo:
-
React developer to NET
Nuget is where you'll get 3rd party libraries (such as Newtonsoft.Json for JSON processing)
- what library do i need to include for this json deserializer? (or how do i find what libs i need to include in general?)
- How do you normally store large raw json string into a variable in your code in C#?
-
Best practice for organizing multiple classes (new to programming)
Common convention (with rare exceptions) is to name your project the same as your assembly name and default namespace. For example, Newtonsoft.Json.csproj makes an assembly called Newtonsoft.Json.dll with the default namespace of Newtonsoft.Json. Inside that project directory (which usually also has the same name), subdirectories would match namespaces nested inside the default, like in that example there is a folder named Serialization which contains classes that are all in the namespace Newtonsoft.Json.Serialization. Classes in this nested namespace can automatically access classes defined in parent namespaces without extra using statements, like how JsonProperty.cs can reference JsonConverter from the Newtonsoft.Json namespace, but it needs a using statement at the top of the file in order to access classes from the sibling namespace Newtonsoft.Json.Utilities
-
market data GET HttpClient json requests vs net sdk wrapper functions
As I said, I'm not familiar with C# but on a quick Google it seems there isn't one idiomatic way to handle JSON in C# - instead a multitude of different libraries/packages for doing so. This seems... ...irritating. json.NET (https://www.newtonsoft.com/json) seems to be one of the best (but again, I don't know C#).
-
How easy is Monogame for a beginner coming from game engines?
MonoGame abstracts a lot of the rendering work and is easy to use for 2D games (I haven't tested its 3D support so far). It also provides you with a content pipeline plus audio and input handlers. All that's left for you to do is roll your own Entity Component System, physics, and game logic. If you're not interested in writing your own physics, there are libraries out there already. Additionally, if you don't want to get caught up in the details of data serialization, Json.NET is a great package for serializing data in JSON format. That makes it perfect when paired with a map editor such as Tiled, which can export to JSON.
-
Does SerializeObject from NewtonSoftJson translate property names based on the environment language?
Also file an issue report with Newtonsoft because IMO that should not be happening.
What are some alternatives?
pymunk - Pymunk is a easy-to-use pythonic 2d physics library that can be used whenever you need 2d rigid body physics from Python
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
PhysicsExamples2D - Examples of various Unity 2D Physics components and features.
MessagePack for C# (.NET, .NET Core, Unity, Xamarin) - Extremely Fast MessagePack Serializer for C#(.NET, .NET Core, Unity, Xamarin). / msgpack.org[C#]
BEPUphysics - Pure C# 3D real time physics simulation library, now with a higher version number.
Protobuf.NET - Protocol Buffers library for idiomatic .NET
ai2thor - An open-source platform for Visual AI.
LitJSON - JSON library for the .Net framework
2DFPhysics - 2D fixed-point physics for Unity (WIP).
Jil - Fast .NET JSON (De)Serializer, Built On Sigil
MonoGame.Extended - Extensions to make MonoGame more awesome
ProtoBuf - C# code generator for reading and writing the protocol buffers format