LiquidFun
Cocos2d
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LiquidFun | Cocos2d | |
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12 | 7 | |
4,644 | 17,878 | |
0.5% | 0.4% | |
0.0 | 2.5 | |
12 months ago | 3 days ago | |
C++ | C++ | |
- | MIT License |
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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_...
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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
Cocos2d
- Not only Unity...
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Decrypt key and signature
That's all I can really tell you from what you've posted. The original version without the Blowfish encryption is open source (eg. https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/scripting/lua-bindings/manual/CCLuaStack.cpp) , and I don't really understand how why you have so much symbol information available if what you're trying to disassemble isn't also probably open source
- Unreal for 2D game?
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How does writing shader source code work for OpenGL ES?
As others have pointed out, the biggest difference you're seeing is likely due to the _version_ of OpenGL (and hence GLSL) version. That said, there are still important differences. I'd recommend looking at a comparison between the same shader in a project that supports both OpenGL & OpenGLES. For example, here's a shader from cocos2d-x https://github.com/cocos2d/cocos2d-x/blob/v4/cocos/renderer/shaders/positionColor.vert. Note the only difference in this case is the additional precision qualifier (lowp) for v_fragmentColor. Note too how cocos uses preprocessor macros to handle this, so they don't have to maintain separate shader sources. Depending on your goals, you might be interested in tools like Nvidia cg or nvFX that allow for creating shaders in a dialect agnostic way, but ymmv.
- Im learning C++ and want to make a small game with it. What do you suggest me for graphics?
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Still have nothing to do with VS Code - WHAT SHOULD I DO WITH IT IN TERMS OF MAKING THINGS THAT ARE RELEVANT TO MAKING AN RPG MAKER MV GAME, NOT JUST EDITING NORMAL TEXT!? + DOES USING VS CODE WITH BASIC THINGS IN GITHUB WORTH IT?
Speaking about markdown files on GitHub, I know that there are some repositories that have very stunning README markdown files, such as this one for Cocos2d-x, whcih includes images in conjunction with text. I might do the same for my repository as well. Considering VS Code have an extension for .md files, this might come in handy when I consider using VS Code to contribute to my game projects.
What are some alternatives?
Box2D - Box2D is a 2D physics engine for games
Pygame - 🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.
libGDX - Desktop/Android/HTML5/iOS Java game development framework
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Chipmunk - A fast and lightweight 2D game physics library.
Panda3D - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU
AndEngine - Free Android 2D OpenGL Game Engine
Arcade - Easy to use Python library for creating 2D arcade games.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
jbox2d - a 2d Java physics engine, native java port of the C++ physics engines Box2D and LiquidFun
RenPy - The Ren'Py Visual Novel Engine