falling-turnip VS rattletrap

Compare falling-turnip vs rattletrap and see what are their differences.

falling-turnip

falling sand game with regular parallel arrays. (by tranma)

rattletrap

:car: Parse and generate Rocket League replays. (by tfausak)
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falling-turnip rattletrap
2 4
66 146
- -
0.0 7.0
almost 11 years ago about 1 month ago
Haskell Haskell
BSD 3-clause "New" or "Revised" 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.

falling-turnip

Posts with mentions or reviews of falling-turnip. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-08.
  • Show HN: Making a Falling Sand Simulator
    3 projects | news.ycombinator.com | 8 May 2022
    If you want more performance, falling sand simulators can further be made parallel by implementing them using Margolus Neighbourhoods, as in Falling Turnip: https://github.com/tranma/falling-turnip

    The idea is that a single iteration divides the world into 2x2 squares and then applies effects sequentially within each square, but not between the squares. This means each square can be processed independently. In the next iteration, the division into squares shifts right and down by one cell each direction. This does mean you need more steps than in a sequential implementation, but I found it to be quite a principled approach to parallelizing cellular automata when I first read about it. One interesting side effect of this design is that falling particles end up being separated by blank space, as shown here: https://futhark-lang.org/static/falling-sand-2016.12.04.webm I wonder if that is fixable.

  • How To Make A Falling Sand Simulation?
    1 project | /r/Unity3D | 19 Apr 2021
    and here is a github project of a falling sand game written in Haskell https://github.com/tranma/falling-turnip

rattletrap

Posts with mentions or reviews of rattletrap. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-03.
  • [RLCS EU] Statistical top performers of the Spring European Open
    1 project | /r/RocketLeagueEsports | 15 May 2023
    rattletrap works quite well and is still actively maintained, the lack of stats is because we're a relatively small e-sport and stats are hard, meaning there just isn't that many people working on it - but not because of the tooling
  • Help with Custom Decals in replays
    3 projects | /r/RocketLeague | 3 Feb 2022
    This is the one (rattletrap) that can convert it back to replay as well (harder to read): https://github.com/tfausak/rattletrap/releases/tag/11.2.4
  • how did i miss it in the replay?
    1 project | /r/RocketLeague | 20 Feb 2021
    Ah I see that's true. There is this (GitHub)[https://github.com/tfausak/rattletrap] that lets you edit stuff in replays. I haven't really fiddled too much with it, I really don't have a reason to edit replays. My speculation on the programming is that it uses AI techniques to assume what action you are going to do next based on your prior movements and tries to reconcile it in the event of latency mitigation or an error on their end.
  • Change names in rocket league replay
    1 project | /r/RocketLeague | 21 Dec 2020
    But you need to first convert the replay to json, and then you can start to replace stuff. Then convert it back and it works. There are softwares that does the converting. When I was experimenting with those I tried 3 different replay parsers and I liked this the most: https://github.com/tfausak/rattletrap

What are some alternatives?

When comparing falling-turnip and rattletrap you can also consider the following projects:

tateti-tateti - Meta tic-tac-toe ncurses game.

LambdaHack - Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at

Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at

aeson-tiled - Aeson instances for Tiled map editor types

netwire-input-glfw - MonadInput instances for GLFW based netwire programs

general-games - Haskell package with helpful structures for a variety of games

MazesOfMonad - simple game

FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell

HGE2D - 2D game engine written in Haskell