habitat-sim
Bullet
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habitat-sim | Bullet | |
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5 | 41 | |
2,351 | 11,886 | |
3.0% | 2.0% | |
8.8 | 3.4 | |
5 days ago | 11 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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habitat-sim
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Break into CV with background in biological vision and neuroscience
Spot on! I think you grasped the general idea. During some of my 3d studies, I collected data about hand movements, eye movements and navigation paths within scenes, which could potentially be used for training data in robots (e.g. to train robot arm-suction grip, visual input and navigation respectively). I see projects like this https://aihabitat.org/, where my research seems quite relevant.
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Virtual environment frameworks
I need an easy to set up simulation of a 3d environment and I was wondering what you guys are using. Something like https://aihabitat.org/ . It already comes with rich visuals, which is quite important in my case and it works out of the box so I don't need to waste time developing my own models and graphics. Unfortunately habitat ai doesn't work on windows. Are there some alternatives?
- [D] Have we stopped researching agents?
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[D] Looking for open source projects to contribute
There are plenty of them out there. I spend a lot of time contributing to open source projects like Habitat-Sim https://github.com/facebookresearch/habitat-sim and Habitat-Lab https://github.com/facebookresearch/habitat-lab which have a ton of open issues and code maintaince stuff that we would welcome contributions of.
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[R] Best drone simulator for ML purposes
With some hacks it is pretty easy to get drones working in Habitat-Sim: https://github.com/facebookresearch/habitat-sim
Bullet
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
- Looking for specific pre-Microsoft Havok Physics SDK version (2013, 2014)
- Software for Mechanism Analysis
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Does anyone know any good open source project to optimize?
I suspect most C++ physics libraries like Box2D (https://github.com/erincatto/box2d) or Bullet3 (https://github.com/bulletphysics/bullet3) could really benefit a lot from SIMD.
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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X4's Upcoming Multiplayer Features Are a Huge Step Forward
No, they replaced Bullet with Jolt. That is considerably more than "some adjustment", regardless of what you think of the result.
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Brick Breaker
Vulkan graphics via Intel GVK, and physics via Bullet
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Ive been programming for four years and I told my dad to watch long videos and complete your own projects to learn most efficiently. He thinks he’s ready to tackle any project after a ten minute video…
The first two have a bunch of great examples, and I’m tying them together by refactoring some of the THREE examples to fit the ECS paradigm defined in AFrame. then upping the ante by adding physics using AMMO, which is more challenging since it’s only a partial implementation of Bullet, and already poorly documented (yet popular) physics engine.
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Their music is just too good
Plus, SM uses a system called bullet physics, I imagine this would be rather complex to rework into a modern engine such as Unreal or Unity (after all, the majority of performance issues come from the physics engine rather than the graphics engine)
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Is anyone working on more effecient HDT-SMP?
The physics in HDT-SMP are actually being calculated outside of Skyrim's engine with Bullet, an open-source physics engine. So this isn't some limitation of Skyrim's engine.
What are some alternatives?
gazebo-classic - Gazebo classic. For the latest version, see https://github.com/gazebosim/gz-sim
PhysX - NVIDIA PhysX SDK
carla - Open-source simulator for autonomous driving research.
Box2D - Box2D is a 2D physics engine for games
bootcamp - Dealing with all unstructured data, such as reverse image search, audio search, molecular search, video analysis, question and answer systems, NLP, etc.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
nn - 🧑🏫 60 Implementations/tutorials of deep learning papers with side-by-side notes 📝; including transformers (original, xl, switch, feedback, vit, ...), optimizers (adam, adabelief, sophia, ...), gans(cyclegan, stylegan2, ...), 🎮 reinforcement learning (ppo, dqn), capsnet, distillation, ... 🧠
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
docarray - Represent, send, store and search multimodal data
ODE
habitat-lab - A modular high-level library to train embodied AI agents across a variety of tasks and environments.
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.