LiquidFun
libGDX
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LiquidFun | libGDX | |
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12 | 61 | |
4,644 | 22,661 | |
0.5% | 0.5% | |
0.0 | 8.8 | |
12 months ago | 2 days ago | |
C++ | Java | |
- | Apache License 2.0 |
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.
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
libGDX
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Show HN: Integer Map Data Structure
Neat, thank you! I'd love to see how it compares to the libgdx IntMap[0].
[0] https://github.com/libgdx/libgdx/blob/master/gdx/src/com/bad...
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OSS Game Engines are increasing their stars on GitHub due to Unity's missteps
For anyone interested, LibGDX[1] is a very nice open-source game engine for Java. It is cross-platform (mobile, PC/mac, web). Very popular and well maintained, too.
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Transfer from Processing to LibGDX. I need your advises.
Source is also available on github https://github.com/libgdx/libgdx to directly check the implementation of a specific classes.
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(Java) Is there any way to convert InputStream to temp File without OutputStream?
And let me explain, for example jorbis this library has a lot of nested loops in it, i understand why this library using this, but this is really bad. Because when I am trying to use library with this code, this taking so much time to convert ogg to pcm, and yes I know that converting ogg to pcm is a hard process, but I need to optimize my program, make it more better. The main thing is EVERY decoding ogg file library using the same piece of code! And I am not joking for example libgdx.
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(Java) How to .ogg file convert to pcm?
What the pcm file contains? And what is the structure? What data I should use for converting .ogg file into pcm? Is there any information about pcm files? Is there any repositories in github that converts .ogg files into pcm? (I am already know there is JVorbis, libgdx and jorbis but thats not what i want)
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This Watcher seed is divine, its a sin to not try it out if you can. (on pc)
There's a code snippet showing the seed generation and how it feeds into each RNG pattern but it also mentions the use of a "xorshift128+ algorithm" here: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/RandomXS128.java
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Contacting an author of libGDX or someone that can answer a legal question?
I can't guarantee you'll get a reply, but Mario and Nate's email addresses are in the AUTHORS file.
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Instancing/Instanced Rendering in LibGDX (3D)
I found an example for rendering a [Mesh] object using instancing in LibGDX's tests (link), but I'm not sure how to apply that for rendering actual models.
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How to convert gradle project to ant project?
assuming you use that (https://github.com/libgdx/libgdx/blob/master/build.gradle) as your starting point. You first have to ask what it is that your build should cover. Do you need all the spotless checks and release flags and so on or do you just need to package everything up so that it could run.
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Forking a Java library
Fork this open-source Java + Gradle based project: https://github.com/libgdx/libgdx
What are some alternatives?
Box2D - Box2D is a 2D physics engine for games
jMonkeyEngine - A complete 3-D game development suite written in Java.
Chipmunk - A fast and lightweight 2D game physics library.
LWJGL - LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL, Vulkan, bgfx), audio (OpenAL, Opus), parallel computing (OpenCL, CUDA) and XR (OpenVR, LibOVR, OpenXR) applications.
AndEngine - Free Android 2D OpenGL Game Engine
FXGL - Java / JavaFX / Kotlin Game Library (Engine)
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.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Litiengine - LITIENGINE 🕹 The pure 2D java game engine.
jbox2d - a 2d Java physics engine, native java port of the C++ physics engines Box2D and LiquidFun
Mini2Dx - A high-level cross-platform 2D game development API