Box2D
Ghost
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Box2D | Ghost | |
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35 | 299 | |
7,263 | 45,598 | |
- | 0.9% | |
0.0 | 10.0 | |
29 days ago | 6 days ago | |
C++ | JavaScript | |
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.
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/
Ghost
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Proton and Standard Notes are joining forces
Diversifying a lot. Next acquisition will be Ghost(https://ghost.org/) I bet. Similar DNA, fits in the portfolio (If they are trying to match the feature set of Google) and have no VC backing.
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Why I Care Deeply About Web Accessibility And You Should Too
For example, if you are in a country where you can accept Stripe and are publishing a newsletter through, Substack or using the Ghost platform, enabling the ability to accept payments is a few clicks away. For those who cannot accept payment with Stripe, well, you are up the creek without a paddle. I do not know about you, but I see that as a barrier to access.
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Tea.xyz causes a flood of spam pull requests to open source projects
This response from one of the Tea developers seems disingenuous https://github.com/TryGhost/Ghost/pull/19743#issuecomment-19...
How could they not have predicted this outcome?
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Faster Blogging: A Developer's Dream Setup
glee our dev friendly blogging setup has been undergoing a huge transformation for the last few weeks. For those who don't know, glee is a simple open source CLI tool that converts markdown posts into ghost blog posts. Check out the glee demo video when you have a moment! glee: Dev-friendly Blogging Setup
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Open-Source Headless CMS in 2024
Ghost: The Underground Storyteller
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Deploy Ghost with MySQL DB replication using helm chart
Ghost is used by creators to run their own website to publish private content
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Japan's Comfort Food: The Onigiri
Not the OP but it looks to be https://ghost.org/
I use it as well for a small development blog and it's been an enjoyable experience
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Self-hosting Ghost with Docker and PlanetScale
PlanetScale and Ghost were previously incompatible due to differences in their support for foreign key constraints. With PlanetScale now supporting foreign key constraints, a seamless collaboration between the two is achievable. Nonetheless, there remain minor incompatibilities that require resolution.
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A New Blog for 2024
I'm a big fan of Ghost for new blogs https://github.com/tryghost/ghost
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Nx - Highlights of 2023
Ghost -
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.
Strapi - 🚀 Strapi is the leading open-source headless CMS. It’s 100% JavaScript/TypeScript, fully customizable and developer-first.
Chipmunk - A fast and lightweight 2D game physics library.
KeystoneJS - The most powerful headless CMS for Node.js — built with GraphQL and React
raylib - A simple and easy-to-use library to enjoy videogames programming
ApostropheCMS - A full-featured, open-source content management framework built with Node.js that empowers organizations by combining in-context editing and headless architecture in a full-stack JS environment.
LiquidFun - 2D physics engine for games
Hexo - A fast, simple & powerful blog framework, powered by Node.js.
PhysX - NVIDIA PhysX SDK
Bludit - Simple, Fast, Secure, Flat-File CMS
box2d-lite - A small 2D physics engine
WordPress - WordPress, Git-ified. This repository is just a mirror of the WordPress subversion repository. Please do not send pull requests. Submit pull requests to https://github.com/WordPress/wordpress-develop and patches to https://core.trac.wordpress.org/ instead.