box2d-wasm
vite
box2d-wasm | vite | |
---|---|---|
7 | 792 | |
243 | 64,913 | |
- | 1.1% | |
0.0 | 9.9 | |
almost 2 years ago | 4 days ago | |
TypeScript | TypeScript | |
- | MIT License |
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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
vite
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I Disappear
For the frontend of "I Disappear," I leverage the automated build & deploy system provided by Netlify, which seamlessly integrates with Vite. This setup ensures that every deployment is optimized for performance, utilizing Vite’s modern build tools to enhance speed and efficiency.
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FlowDiver: The Road to SSR - Part 1
Given our team's collective proficiency within the React ecosystem, we decided to leverage this expertise for our project. Initially, we contemplated utilizing Next.js; however, due to the limited practical experience with this technology among key engineers and the pressing timeline to develop the first prototype, we opted for a Single Page Application(SPA) approach. For bundling, we selected Vite, primarily due to its super fast build times, simplicity of configuration, and potential for a nearly seamless transition to server-side rendering.
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Inflight Magazine no. 9
We are continuing to add new project templates for various types of projects, and we've recently created one for the infamous combination of React with Vite tooling.
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Top 12+ Battle-Tested React Boilerplates for 2024
Vite focuses on providing an extremely fast development server and workflow speed in web development. It uses its own ES module imports during development, speeding up the startup time.
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Vite vs Nextjs: Which one is right for you?
Vite and Next.js are both top 5 modern development framework right now. They are both great depending on your use case so we’ll discuss 4 areas: Architecture, main features, developer experience and production readiness. After learning about these we’ll have a better idea of which one is best for your project.
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Setup React Typescript with Vite & ESLint
import { defineConfig } from 'vite' import react from '@vitejs/plugin-react-swc' import path from 'path' // https://vitejs.dev/config/ export default defineConfig({ plugins: [react()], server: { port: 3000 }, css: { devSourcemap: true }, resolve: { alias: { '~': path.resolve(__dirname, './src') } } })
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Approaches to Styling React Components, Best Use Cases
I am currently utilizing Vite:
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Getting started with TiniJS framework
Homepage: https://vitejs.dev/
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Use CSS Variables to style react components on demand
Without any adding any dependencies you can connect react props to raw css at runtime with nothing but css variables (aka "custom properties"). If you add CSS modules on top you don't have to worry about affecting the global scope so components created in this way can be truly modular and transferrable. I use this with vite.
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RubyJS-Vite
Little confused as to why it has vite in it‘s name, it seems unrelated to https://vitejs.dev/
What are some alternatives?
rapier - 2D and 3D physics engines focused on performance.
Next.js - The React Framework
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
parcel - The zero configuration build tool for the web. 📦🚀
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
esbuild - An extremely fast bundler for the web
LiquidFun - 2D physics engine for games
swc - Rust-based platform for the Web
Box2D - Box2D is a 2D physics engine for games
astro - The web framework for content-driven websites. ⭐️ Star to support our work!
comlink - Comlink makes WebWorkers enjoyable.
Rollup - Next-generation ES module bundler