box2d-wasm
comlink
box2d-wasm | comlink | |
---|---|---|
7 | 22 | |
243 | 10,818 | |
- | 0.6% | |
0.0 | 0.0 | |
almost 2 years ago | 6 days ago | |
TypeScript | TypeScript | |
- | Apache License 2.0 |
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box2d-wasm
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Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
https://github.com/Birch-san/box2d-wasm.) Godot uses box2d, too, so that would be convenient, if I switch to godot, but only if it is worth the performance improvement, which it currently does not seem to be. Maybe next year.
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WebGPU – All of the cores, none of the canvas
Following the article, you build a simple 2D physic simulation (only for balls). Did by chance anyone expand on that to include boxes, or know of a different approach to build a physic engine in WebGPU?
I experiemented a bit with it and imolemented raycasting, but it is really not trivial getting the data in and out. (Limiting it to boxes and circles would satisfy my use case and seems doable, but getting polygons would be very hard, as then you have a dynamic size of their edges to account for and that gives me headache)
3D physic engine on the GPU would be the obvious dream goal to get maximum performance, but that is really not an easy thing to do.
Right now I am using a Box2D for wasm and it has good performance, but it could be better.
https://github.com/Birch-san/box2d-wasm
The main problem with all this is the overhead of getting data into the gpu and back. Once it is on the gpu it is amazingly fast. But the back and forth can really make your framerates drop - so to make it worth it, most of the simulation data has to remain on the gpu and you only put small chanks of data that have changed in and out. And ideally render it all on the gpu in the next step.
(The performance bottleneck of this simulation is exactly that, it gets simulated on the gpu, then retrieved and drawn with the normal canvasAPI which is slow)
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Running JS physics in a webworker - part 1 - proof of concept
box2dwasm - an old, still maintained C++ library compiled to WASM. The documentation is lacking and developer experience seems poor.
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Show HN: WASM and WebGL Fluid Simulation
network inspector says 2.1MB. but that's dominated by a 1.3MB image.
the main assets of the library are:
- Box2D.simd.js (422kB)
- Box2D.simd.wasm (266 kB)
a minimal demo that uses the library can be created in just a few kB:
https://github.com/Birch-san/box2d-wasm/tree/master/demo/mod...
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[AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
A couple weeks ago I ported liquidfun to TypeScript + WebAssembly: https://github.com/Birch-san/box2d-wasm/releases/tag/v4.0.0-liquidfun.0
comlink
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RemoteUI
Feels like taking a general Comlink-like system & making it more component oriented. Good ideas. https://github.com/GoogleChromeLabs/comlink
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Your favorites?
React UI Framework: https://ant.design/ Reactive: https://www.learnrxjs.io/ Workers: https://github.com/GoogleChromeLabs/comlink Graphics: https://www.pixijs.com/
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Concurrent.js, a multithreaded module loader - Run in a worker, use in the main thread
Reminds me of Comlink
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Creating PDF Files Without Slowing Down Your App
Now that we have a way to create PDF files, we can create a web worker to run the renderPDF function in a separate thread. Here’s an example of a web worker that uses comlink to expose the renderPDF function as an asynchronous function:
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How to use Service Workers with React and Vite
To streamline the process of configuring the Service Worker and simplify communication between the app and the Service Worker, we will be using the comlink library.
- Svelte + Web Workers (Looking for insight)
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Deno 1.25
While there's no realistic way to provide a security boundary between JavaScript modules, Workers are a possibility [1].
The code with the more restricted set of permissions must run in the Worker. That code then communicates with the rest of your app through postMessage / SharedArrayBuffer, perhaps using ComLink [2].
[1] https://deno.land/[email protected]/runtime/workers#specifying-...
[2] https://github.com/GoogleChromeLabs/comlink
- [AskJS] What are some real world applications of JS Proxy objects?
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Optimizing Your Web App for Maximum Runtime Performance and Premature Optimization 🦄
The worker API is very simple, you would post a message to the worker. The worker would have the code to process and reply back with the results to the listeners. To make it even easier Google has created the comlink library.
- Web Crypto API
What are some alternatives?
rapier - 2D and 3D physics engines focused on performance.
partytown - Relocate resource intensive third-party scripts off of the main thread and into a web worker. 🎉
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
vite - Next generation frontend tooling. It's fast!
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
workbox - 📦 Workbox: JavaScript libraries for Progressive Web Apps
LiquidFun - 2D physics engine for games
threads.js - 🧵 Make web workers & worker threads as simple as a function call.
Box2D - Box2D is a 2D physics engine for games
wasm-pack - 📦✨ your favorite rust -> wasm workflow tool!
Next.js - The React Framework