LiquidFun
box2d-wasm
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LiquidFun | box2d-wasm | |
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12 | 7 | |
4,648 | 243 | |
0.6% | - | |
0.0 | 0.0 | |
about 1 year ago | almost 2 years ago | |
C++ | TypeScript | |
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LiquidFun
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My open-source Algodoo remake is releasing in alpha at the end of the month!
You can make thicker liquids like honey, and change their colors. You can mix liquids together as well. I'm using Google's LiquidFun to achieve this.
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How would I go about making a platform that wraps from one side of the screen to the other
Sadly the marketing department failed utterly, somehow thinking they could sell CFD to... the same kind of kids that spend 200 bucks on loot boxes. I think the absolutely batshit insane potential for dynamic 2D gameplay was barely scratched before they sold the code to Google (creating the LiquidFun project) and went their separate ways. These days the engine has branched into a lot of things, notably a 3D industrial version called ParticleWorks which is a CAD plugin for bringing SPH to mechanical engineering.
- Could I build an effect like this in threejs? If not could you point me in the right direction?
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Bachelor's Project - Need to make a VR game in ~400 hours total. Is my idea feasible?
This might help: https://google.github.io/liquidfun/
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Pixar's notes on Rigid Body Simulation (2001) [pdf]
Some years ago I did a project with LiquidFun; https://google.github.io/liquidfun/
It was an interactive art thing for kids; had a TV with a maze of transparent PVC pipes mounted on the front with valves (rotary encoders inside). The kids would open and close the valves, and watch the flow of water be redirected on the TV behind.
- Most Popular C[++] Open-Source Physics Engines
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Show HN: WASM and WebGL Fluid Simulation
yeah, I've played around with a few approaches for running the timestep and for some reason I don't feel like I get the same results as liquidfun.js.
their loop [0] is pretty simple; it's scheduled by `requestAnimationFrame`, advances time by 1/60th of a second, and runs their default of 3 particle iterations. it completes the physics simulation within 3.9–5.5ms, which is easily in time for the 16ms deadline. the rendering is WebGL, which I assume fits easily into that 16ms budget too.
my loop [1] is more complicated; I don't hardcode the timestep to 1/60 seconds, because requestAnimationFrame may be scheduled less frequently than that. so instead I advance time by the time elasped since I was last scheduled. hm, I think there's a mistake there — `lastMs = nowMs` is probably on the wrong side of the physics calculation.
there's an additional technique I use: I put a `Math.min()` over the simulation interval, so that I don't attempt to simulate more than 20ms (this can happen if you get scheduled infrequently due to hot CPU or backgrounding the app) — simulating too much time will make us fail our frame deadline anyway.
furthermore, if we are calculating more than 1/60th of a second, I employ more particle iterations (i.e. 3 particle iterations for every 1/60th of a second that passes). this gave me good results, but turns out it is based on incorrect assumptions (iterations are unrelated to timestep)[3]. moreover, I may be making mistakes in my decision of whether to round this fraction up/down.
if too few particle iterations for a timestep: the particles will bounce. if too many: the particles will look too incompressible[4]. I think that's the "solid-like" structure you're describing.
the main reason I complicated this is because the last one I did[5] made me feel motion-sick. I think if "every 1/60th, or 1/30th, or 1/20th of a second: you simulate a 1/60th of a second of time": the result (if you're not scheduled consistently) is that the world speed keeps changing. I think liquidfun.js's approach should be vulnerable to this, but for some reason it looks fine to me. maybe they get scheduled more consistently than me (even though by my measurements, my physics runs slightly faster, so should be able to achieve similar results).
I think I need to remind myself of what happens if I program the timestep in the simple way that liquidfun.js did. will try that out at some point.
[0] https://github.com/google/liquidfun/blob/master/liquidfun/Bo...
[1] https://github.com/Birch-san/liquidfun-play-2/blob/master/sr...
[2] https://github.com/Birch-san/liquidfun-play-2/blob/master/sr...
[3] http://google.github.io/liquidfun/Programmers-Guide/html/md_...
[4] http://google.github.io/liquidfun/Programmers-Guide/html/md_...
[5] https://birchlabs.co.uk/box2d-wasm-liquidfun/
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[AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
It should be possible to produce simulations like the ones they produced in JS: http://google.github.io/liquidfun/
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Hello!
He was involved in an open-source project titled LiquidFun, which was released late in 2013 and unfortunately only went through 3 versions, ending developmentin mid 2014. https://github.com/google/liquidfun/releases
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?
Box2D - Box2D is a 2D physics engine for games
rapier - 2D and 3D physics engines focused on performance.
libGDX - Desktop/Android/HTML5/iOS Java game development framework
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
Chipmunk - A fast and lightweight 2D game physics library.
box2d.ts - Full blown Box2D Ecosystem for the web, written in TypeScript
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
AndEngine - Free Android 2D OpenGL Game Engine
comlink - Comlink makes WebWorkers enjoyable.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
vite - Next generation frontend tooling. It's fast!