Box2D
box2d-lite
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Box2D | box2d-lite | |
---|---|---|
30 | 3 | |
6,759 | 746 | |
- | - | |
0.0 | 0.0 | |
25 days ago | over 3 years ago | |
C++ | C++ | |
MIT License | MIT License |
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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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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.
- Ask HN: Codebases with great, easy to read code?
box2d-lite
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.
raylib - A simple and easy-to-use library to enjoy videogames programming
LiquidFun - 2D physics engine for games
PhysX - NVIDIA PhysX SDK
ODE
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
ofxBox2d - Openframework wrapper for box2d
Simbody - High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.
jbox2d - a 2d Java physics engine, native java port of the C++ physics engines Box2D and LiquidFun
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.