box2d-wasm VS webtransport

Compare box2d-wasm vs webtransport and see what are their differences.

box2d-wasm

Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules. (by Birch-san)

webtransport

WebTransport is a web API for flexible data transport (by w3c)
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box2d-wasm webtransport
7 11
243 805
- 1.2%
0.0 9.0
almost 2 years ago 14 days ago
TypeScript Bikeshed
- GNU General Public License v3.0 or later
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-wasm

Posts with mentions or reviews of box2d-wasm. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-09-21.
  • Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
    2 projects | news.ycombinator.com | 21 Sep 2023
    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.
  • WebGPU – All of the cores, none of the canvas
    7 projects | news.ycombinator.com | 16 Jul 2023
    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)

  • Running JS physics in a webworker - part 1 - proof of concept
    6 projects | dev.to | 30 Oct 2021
    box2dwasm - an old, still maintained C++ library compiled to WASM. The documentation is lacking and developer experience seems poor.
  • Show HN: WASM and WebGL Fluid Simulation
    11 projects | news.ycombinator.com | 29 Jul 2021
    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...

  • [AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
    3 projects | /r/javascript | 9 Mar 2021
    A couple weeks ago I ported liquidfun to TypeScript + WebAssembly: https://github.com/Birch-san/box2d-wasm/releases/tag/v4.0.0-liquidfun.0

webtransport

Posts with mentions or reviews of webtransport. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-16.
  • WebGPU – All of the cores, none of the canvas
    7 projects | news.ycombinator.com | 16 Jul 2023
  • Firefox 114 released
    2 projects | /r/linux | 6 Jun 2023
    WebTransport is now enabled by default and will be going to release with 114. As the original Explainer notes, it enables multiple use-cases that are hard or impossible to handle without it, especially for Gaming and live streaming. It covers cases that are problematic for alternative mechanisms, such as WebSockets. Built on top of HTTP3 (HTTP2 support will be coming later). The current implementation in Firefox is passing 505 out of 565 Web-Platform Tests.
  • Alternatives to WebSockets for realtime features
    1 project | dev.to | 6 Jan 2023
    WebTransport is still an emerging technology. As of November 2022, WebTransport is a draft specification with W3C, and there’s always a chance that aspects related to how it works may change.
  • Librespeed - a Foss speedtest
    2 projects | /r/linux | 25 Oct 2022
    Sort of. The browser will re-use the connection if you have a bunch of resources in the HTML. When rendering it sees that it needs 2 images and 3 javascript files from the same server, so it pipelines all of those. But for requests initiated from javascript, you're going to get a new connection for each one unless you're using a library that implements the long-polling hack. SocketIO can use the long-polling hack as a fallback if websockets is not supported. HTTP/2 (formerly SPDY) gets part of the way to replacing websockets, but it's not a synchronous link. Only the client can send messages to the server and the server can only respond to those message (with websockets, either side can send messages once the connection is open). FWIW, less than 50% of websites use HTTP/2. HTTP/3's webtransport looks like it could replace websockets, but it also looks like it'll live along side websockets.
  • The WebSocket Handbook
    14 projects | news.ycombinator.com | 11 Jan 2022
    If it's streaming data like dashboard statistics the new WebTransport API might be a much better base: https://github.com/w3c/webtransport/blob/main/explainer.md
  • We Got to LiveView
    19 projects | news.ycombinator.com | 22 Sep 2021
    Are you guys looking into the Web Transport protocol for the future? Right now you have to tunnel the websocket connections over http2 and it will probably be the same for http3 afaik.

    I know there is this work in progress (https://w3c.github.io/webtransport/) and websockets are probably fine for a long time but sooner or later (unless there is an update to websockets) it will probably be faster to just do normal http requests and listen on server sent events.

    What are your thoughts for Liveview for the future? Will it forever stay on websockets or would you be open to change the underlying technology if / when new stuff becomes available?

  • WebTransport is a proposed API to expose QUIC's datagrams and streams to JavaScript clients
    1 project | /r/programming | 5 Jul 2021
    The W3C draft is here: https://github.com/w3c/webtransport
  • The History and Future of Socket-level Multiplexing
    3 projects | dev.to | 6 May 2021
    It's taken nearly 10 years for QUIC to be refined and adopted in the wild and we're basically there. There's even a new browser API in the works called WebTransport.
  • Show HN: PSX Party – Online Multiplayer Playstation 1 Emulator Using WebRTC
    6 projects | news.ycombinator.com | 30 Dec 2020
    tl;dr using WebRTC just for realtime client<->server data sucks, but WebTransport[1] is coming soon to serve that exact usecase with an easy API

    WebRTC has data channels, which are currently the only way to achieve unreliable and unordered real-time communication (UDP-style) between the browser and other browsers or a server. This is pretty essential for any networked application where latency is critical, like voice and video and fast-paced multiplayer games.

    As other commenters have noted, it's a royal pain in the ass to set up WebRTC if all you want is UDP-style communication between a server and browser, since you need to wrangle half a dozen other protocols in the process.

    However! A new API, WebTransport[1], is actively being developed that will offer a WebSockets-like (read: super simple to set up) API for UDP-style communication. I am extremely excited about it and its potential for real-time browser-based multiplayer games (which I'm working on).

    https://github.com/w3c/webtransport

What are some alternatives?

When comparing box2d-wasm and webtransport you can also consider the following projects:

rapier - 2D and 3D physics engines focused on performance.

fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production

PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.

phoenix-liveview-counter-tutorial - 🤯 beginners tutorial building a real time counter in Phoenix 1.7.7 + LiveView 0.19 ⚡️ Learn the fundamentals from first principals so you can make something amazing! 🚀

box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript

Mercure - 🪽 An open, easy, fast, reliable and battery-efficient solution for real-time communications

LiquidFun - 2D physics engine for games

datagram - In-progress version of draft-ietf-quic-datagram

Box2D - Box2D is a 2D physics engine for games

stimulus_reflex - Build reactive applications with the Rails tooling you already know and love.

comlink - Comlink makes WebWorkers enjoyable.

geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io