NodaTime
Box2D
NodaTime | Box2D | |
---|---|---|
18 | 35 | |
2,677 | 7,291 | |
1.0% | - | |
7.9 | 0.0 | |
about 1 month ago | about 2 months ago | |
C# | C++ | |
Apache License 2.0 | MIT License |
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.
NodaTime
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What your hidden nuget gems ?
Surprised no one mentioned https://github.com/nodatime/nodatime
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moment.net: call for localization contributions
What does moment.net do better then a combination of (Humanizer)[https://github.com/Humanizr/Humanizer#humanize-datetime] and (NodaTime)[https://nodatime.org/]
- Ask HN: Examples of Top C# Code?
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JDK 19 released
.NET's DateTime isn't amazing, it's true, but I think there's been some small improvements in that area recently. If you need something more robust, you can always reach for Noda Time.
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The counter was reset today, we were almost into the double digits
Do you .NET programmers have a moment to talk about my personal Lord and Savior NodaTime? https://nodatime.org/ There is one datetime library, and Jon Skeet is His messenger.
- Noda Time | Date and time API for .NET
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How to remove underscore from Enum
Timezone and language support are two different subjects. For time-related issues, Nodatime can help.
- please tell me there's an easier way in angular and c# .net core to handle timezones
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How to handle time change when storing business hours
it's already been said... https://nodatime.org/
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Ask HN: Codebases with great, easy to read code?
Noda time is very clean/well written IMO -> https://github.com/nodatime/nodatime
Box2D
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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)...
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Jolt Physics raylib: trying 3D C++ Game Physics Engine
Box2D: 2D engine used in Unity and also earlier versions of Godot. Open source.
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Box2D GitHub repo: erincatto/box2d
- Nebula is an open-source and free-to-use modern C++ game engine
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Linear code is more readable
Why is 600 lines too long? How are you able to make that judgment call without first knowing what the algorithm is even doing? People setting arbitrary limits like this is what leads to convoluted spaghetti, instead of just taking things on a case by case basis. Here’s a function from the Box2D code running a particularly complex algorithm for solving contact velocities https://github.com/erincatto/box2d/blob/411acc32eb6d4f2e96fc... .
It’s 310 lines long. It reads very well, and it looks very maintainable. It has very clear comments explaining the reasoning behind the harder parts of the code. Would you reject this code because it’s pretty long? I wouldn’t.
There is no such thing as too long or too short. There’s overengineered and there’s underengineered and there’s a sweet spot in the middle that has the perfect amount of engineering with the least amount of complexity (preferably no additional complexity than the original problem warranted). Sometimes, the problem at hand is inherently a large algorithm and requires many lines of code. Don’t split it up! It just makes it harder for future maintainers who now have to figure out if the additional functions are actually being used elsewhere or if they’re just there to make the code “pretty”.
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How would you implement a simple collision system?
There is always the approach of looking at how an existing engine is implemented, such as box2d: https://github.com/erincatto/box2d
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C++23: The Next C++ Standard
TIL Box2D must not be serious code because it doesn't use copious amounts of explicit temporaries[0].
And just for the record, I'm very glad Erin Catto decided to use operator overloading in his code. It made it much easier for me to read and understand what the code was doing as opposed to it being overly verbose and noisy.
[0]: https://github.com/erincatto/box2d/blob/main/src/collision/b...
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Make a game engine in C++
For Physics Box2d can be used as a simple starting point.
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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.
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what to start learning
for 2D physics have a look at Box2D it's amazing https://box2d.org/
What are some alternatives?
DateTimeExtensions - This project is a merge of several common DateTime operations on the form of extensions to System.DateTime, including natural date difference text (precise and human rounded), holidays and working days calculations on several culture locales.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
Exceptionless.DateTimeExtensions - DateTimeRange, Business Day and various DateTime, DateTimeOffset, TimeSpan extension methods
Chipmunk - A fast and lightweight 2D game physics library.
UnitsNet - Makes life working with units of measurement just a little bit better.
raylib - A simple and easy-to-use library to enjoy videogames programming
kal - A powerful, easy-to-use, and easy-to-read programming language for the future.
LiquidFun - 2D physics engine for games
Enums.NET - Enums.NET is a high-performance type-safe .NET enum utility library
PhysX - NVIDIA PhysX SDK
spiped - Spiped is a utility for creating symmetrically encrypted and authenticated pipes between socket addresses.
box2d-lite - A small 2D physics engine