godot-cpp
box2d-wasm
godot-cpp | box2d-wasm | |
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37 | 7 | |
1,455 | 243 | |
2.1% | - | |
8.9 | 0.0 | |
9 days ago | almost 2 years ago | |
C++ | TypeScript | |
MIT License | - |
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godot-cpp
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Voronoi, Manhattan, random
Write C++ classes or functions using C++ bindings for the Godot engine.
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How was your experience with GDExtensions so far? If good, what're your secrets?
Might have sth to do with https://github.com/godotengine/godot-cpp/issues/1057 . All of these errors pop up when godot::Refs are returned by certain engine functions like the one in FastNoiseLite but objects instantiated via memnew work like a charm. Plus with more gdextensions registered these issues seem to happen at more places.
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Article reply “Godot is not the new Unity” from Juan Linietsky (BDFL of Godot)
I think part of the problem is that using GDExtension is like a two-way FFI. You can call (C++) extension functions from GDScript, but the same interface and overhead are used to call (lib) Godot functions from the (C++) extension.
Here's a good example (look, there I am!), although it's a bit old and actually led to perf improvement:
https://github.com/godotengine/godot-cpp/issues/1063
- Unity’s pricing is a symptom, not the cause of tougher times for the industry
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Just how "beta" is GDExtension right now? Any platform support missing or other major features?
I've had some performance problems with GDExtensions: https://github.com/godotengine/godot-cpp/issues/1063
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GD Extension Error on windows
I tried checking out cpp repo for my godot version 4 from this repo
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gdextension_interface.h nowhere to be found, yet required by current tutorial
godot-cpp/gdextension/gdextension_interface.h
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Godot Steam Audio Integration Test (C++)(Use Headphones)
Thanks! At the moment I've been running into issues with accessing some methods of the AudioServer as well as overriding some native functions (primarily related to audio_stream and audio_stream_player). These issues on the issue tracker cover them: https://github.com/godotengine/godot-cpp/issues/1090 https://github.com/godotengine/godot-cpp/issues/1088 That said, there may be a way around this, it could just be that different bindings need to be used - currently the audio stream and audio stream player code is heavily based on existing classes like AudioStreamPlayerPolyphonic. Worst case I believe Godot itself needs to be updated to expose the appropriate bindings. I'll upload a separate branch for what I have for the GDExtensions version (though it fails compilation) sometime soon. I started this as a traditional Godot module during the 4.0 pre-alpha days but I definitely want to move it to GDExtension so its super easy for people to pull into the official engine release.
- Using Godot as a code-first C++ engine -- possible?
- How do i get started with GD Extension?
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
What are some alternatives?
godot-cpp - C++ bindings for the Godot script API
rapier - 2D and 3D physics engines focused on performance.
godot-jolt - Godot Jolt is a Godot extension that integrates the Jolt physics engine
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
scons - SCons - a software construction tool
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
GDExtensionSummator - The Summator Example from Custom Modules made with the GDExtension system in Godot 4
LiquidFun - 2D physics engine for games
gdnative-demos - Demo projects for GDNative
Box2D - Box2D is a 2D physics engine for games
godot_box2d - A C++ module that integrates the Box2D library with the Godot game engine by providing nodes for standard Box2D objects.
comlink - Comlink makes WebWorkers enjoyable.