CHRONO VS LiquidFun

Compare CHRONO vs LiquidFun and see what are their differences.

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CHRONO LiquidFun
7 12
2,031 4,644
2.6% 0.5%
9.9 0.0
5 days ago 12 months ago
C++ C++
BSD 3-clause "New" or "Revised" License -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

CHRONO

Posts with mentions or reviews of CHRONO. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-16.

LiquidFun

Posts with mentions or reviews of LiquidFun. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-14.
  • My open-source Algodoo remake is releasing in alpha at the end of the month!
    1 project | /r/Algodoo | 10 Jun 2023
    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.
  • How would I go about making a platform that wraps from one side of the screen to the other
    1 project | /r/gamedev | 27 Dec 2022
    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?
    1 project | /r/threejs | 10 Dec 2022
  • Bachelor's Project - Need to make a VR game in ~400 hours total. Is my idea feasible?
    1 project | /r/gamedev | 1 Oct 2022
    This might help: https://google.github.io/liquidfun/
  • Pixar's notes on Rigid Body Simulation (2001) [pdf]
    1 project | news.ycombinator.com | 29 May 2022
    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
    9 projects | /r/gamedev | 14 Nov 2021
  • Show HN: WASM and WebGL Fluid Simulation
    11 projects | news.ycombinator.com | 29 Jul 2021
    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/

  • [AskJS] How could I implement realistic fluids simulations (SPH?) in my video game?
    3 projects | /r/javascript | 9 Mar 2021
    It should be possible to produce simulations like the ones they produced in JS: http://google.github.io/liquidfun/
  • Hello!
    2 projects | /r/oeCake | 19 Jan 2021
    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

What are some alternatives?

When comparing CHRONO and LiquidFun you can also consider the following projects:

Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.

Box2D - Box2D is a 2D physics engine for games

PhysX - NVIDIA PhysX SDK

libGDX - Desktop/Android/HTML5/iOS Java game development framework

Simbody - High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.

Chipmunk - A fast and lightweight 2D game physics library.

ODE

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

mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.