osu-framework
BEPUphysics
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osu-framework | BEPUphysics | |
---|---|---|
7 | 5 | |
1,568 | 2,158 | |
1.9% | 3.6% | |
9.9 | 8.7 | |
about 12 hours ago | 5 days ago | |
C# | C# | |
MIT License | 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.
osu-framework
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Announcing Masonry 0.1, and my vision for Rust UI
Related to your vision, you should definitely take a look at osu!framework. It's an open-source C# game engine, focused on 2D rendering and UIs. You can see the biggest example of it being used is, of course, osu! itself (osu!lazer, next iteration of osu!). It is so good that it has become my standard in terms of visual design and UI features.
- How exactly does osu! sync the game to the audio?
- Ask HN: Examples of Top C# Code?
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Frui: a developer-friendly framework for building user interfaces in Rust
An API I particularly like for this is how osu!framework does it.
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I am thinking of going to Linux with Windows 11 on the way
Almost unrelated, but for game development (in C#), you might wanna look into the osu!framework, if at least just out of curiosity. It is a free and open-source game engine developed by peppy, the developer of osu!. You would also be able to develop on Linux (where programming tools really shine if you ask me) using VSCode and have neat things like visual tests and other stuff I haven't looked into.
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Is there a way to use touchpad with osu!lazer?
it seems that despite using SDL, if you have "raw input" checked, it still uses the osuTK mouse input handler (https://github.com/ppy/osu-framework/blob/b97c26a684dc8ded5a349d24f8664a4f4b8c42a4/osu.Framework/Platform/DesktopGameHost.cs#L133, that's good)
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Please recommend a Cross-Platform Game Library
My Favourite Graphics Engine at the moment is defnitly osu.Framework, you can find it here: https://github.com/ppy/osu-framework It can compile to .NET 5 and .NET 5 is cross platform now and the osu-framework makes smooth looking UIs with fancy transitions really really easy, it has some Audio Stuff in there aswell if you are looking to do something like that
BEPUphysics
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Current state of 2D game code-first frameworks?
The best pure-C# physics library (hands-down) is bepuphysics2, which unfortunately is mainly a 3D physics library, but could be used for 2D if you wanted to get your hands dirty.
- Physics Engine
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Open Source C++ Physics Libraries for Dedicated FPS Server?
Bepu Physics is pretty good and is written in really optimized C#, the author's blog post are really interesting to read.
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GJK: Collision detection algorithm in 2D/3D
The usual approach is some form of sweep to get a time of impact. Once you've got a time of impact, you can either generate contacts, or avoid integrating the involved bodies beyond the time of impact, or do something fancier like adaptively stepping the simulation to ensure no lost time.
If the details don't matter much, it's common to use a simple ray cast from the center at t0 to the center at t1. Works reasonably well for fast moving objects that are at least kinda-sorta rotationally invariant. For two dynamic bodies flying at each other, you can test this "movement ray" of body A against the geometry of body B, and the movement ray of body B against the geometry of body A.
One step up would be to use sphere sweeps. Sphere sweeps tend to be pretty fast; they're often only slightly more complicated than a ray test. Pick a sphere radius such that it mostly fills up the shape and then do the same thing as in the previous ray case.
If you need more detail, you can use a linear sweep. A linear sweep ignores angular velocity but uses the full shape for testing. Notably, you can use a variant of GJK (or MPR, for that matter) for this: http://dtecta.com/papers/jgt04raycast.pdf
If you want to include angular motion, things get trickier. One pretty brute forceish approach is to use conservative advancement based on distance queries. Based on the velocity and shape properties, you can estimate the maximum approaching velocity between two bodies, query the distance between the bodies (using algorithms like GJK or whatever else), and then step forward in time by distance / maximumApproachingVelocity. With appropriately conservative velocity estimates, this guarantees the body will never miss a collision, but it can also cause very high iteration counts in corner cases.
You can move a lot faster if you allow the search to look forward a bit beyond potential impact times, turning it into more of a root finding operation. Something like this: https://box2d.org/files/ErinCatto_ContinuousCollision_GDC201...
I use a combination of speculative contacts and then linear+angular sweeps where needed to avoid ghost collisions. Speculative contacts can handle many forms of high velocity use cases without sweeps- contact generation just has to be able to output reasonable negative depth (separated) contacts. The solver handles the rest. The sweeps use a sorta-kinda rootfinder like the Erin Catto presentation above, backed up by vectorized sampling of distance. A bit more here, though it's mainly written for users of the library: https://github.com/bepu/bepuphysics2/blob/master/Documentati...
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Early Demo of Dynamic Blocky Lighting System
I use https://github.com/bepu/bepuphysics2. I haven't worked with 3d physics engines before so I can't really comment on it's quality but it is definitely an impressive project! The developer is very active and helpful and some of the demo scenes are pretty large and complex.
What are some alternatives?
osu - rhythm is just a *click* away!
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Stride Game Engine - Stride Game Engine (formerly Xenko)
MonoGame - One framework for creating powerful cross-platform games.
FNA - FNA - Accuracy-focused XNA4 reimplementation for open platforms
Xenko
Wave Engine - This repository contains all the official samples of Evergine.
Nez - Nez is a free 2D focused framework that works with MonoGame and FNA
UnrealCLR - Unreal Engine .NET 6 integration
CocosSharp - CocosSharp is a C# implementation of the Cocos2D and Cocos3D APIs that runs on any platform where MonoGame runs.