Box2D VS imgui

Compare Box2D vs imgui and see what are their differences.

Box2D

Box2D is a 2D physics engine for games (by erincatto)

imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies (by ocornut)
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Box2D imgui
35 351
7,291 55,870
- -
0.0 9.7
about 1 month ago 2 days ago
C++ C++
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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

Posts with mentions or reviews of Box2D. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-17.
  • Blaze: A High Performance C++ Math library
    7 projects | news.ycombinator.com | 17 Apr 2024
    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)...

  • Jolt Physics raylib: trying 3D C++ Game Physics Engine
    1 project | dev.to | 10 Apr 2024
    Box2D: 2D engine used in Unity and also earlier versions of Godot. Open source.
  • Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
    10 projects | dev.to | 3 Apr 2024
    Box2D GitHub repo: erincatto/box2d
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
  • Linear code is more readable
    3 projects | news.ycombinator.com | 14 Sep 2023
    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”.

  • How would you implement a simple collision system?
    1 project | /r/cpp_questions | 17 Jul 2023
    There is always the approach of looking at how an existing engine is implemented, such as box2d: https://github.com/erincatto/box2d
  • C++23: The Next C++ Standard
    8 projects | news.ycombinator.com | 11 Jul 2023
    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...

  • Make a game engine in C++
    4 projects | /r/learnprogramming | 10 Jul 2023
    For Physics Box2d can be used as a simple starting point.
  • Does anyone know any good open source project to optimize?
    8 projects | /r/cpp | 7 Jun 2023
    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.
  • what to start learning
    5 projects | /r/GraphicsProgramming | 28 Apr 2023
    for 2D physics have a look at Box2D it's amazing https://box2d.org/

imgui

Posts with mentions or reviews of imgui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-06.
  • Using raylib with Dear ImGui: Game Dev Debugging UI
    5 projects | dev.to | 6 Apr 2024
    include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
  • Ask HN: Fastest cross-platform GUI stack/strategy
    3 projects | news.ycombinator.com | 18 Mar 2024
  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
  • Black Triangles
    1 project | news.ycombinator.com | 26 Dec 2023
    It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:

    https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...

    DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.

    I understand whats happening, but you know sometimes I just want to display a fucking image.

  • Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
    10 projects | news.ycombinator.com | 20 Dec 2023
    ImGui is engine/GPU agnostic

    Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...

    More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y

  • Where do I start to learn C++ for a game development
    2 projects | /r/gamedev | 10 Dec 2023
    Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
  • GUI library for fast prototyping
    3 projects | /r/rust | 6 Dec 2023
    AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
  • Stretching myself thin with Dear ImGui projects
    2 projects | dev.to | 28 Nov 2023
    They use a Dear ImGui, a C++ GUI library.
  • PCSX2 Disables Wayland Support
    7 projects | news.ycombinator.com | 26 Nov 2023
    Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."

    https://github.com/ocornut/imgui/wiki/Multi-Viewports

    This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.

What are some alternatives?

When comparing Box2D and imgui you can also consider the following projects:

Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

wxWidgets - Cross-Platform C++ GUI Library

Chipmunk - A fast and lightweight 2D game physics library.

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

raylib - A simple and easy-to-use library to enjoy videogames programming

NanoGUI - Minimalistic GUI library for OpenGL

LiquidFun - 2D physics engine for games

GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk

PhysX - NVIDIA PhysX SDK

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

box2d-lite - A small 2D physics engine

CEGUI