rapier
Backroll-rs-test
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rapier | Backroll-rs-test | |
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39 | 1 | |
3,545 | 3 | |
5.6% | - | |
8.4 | 0.0 | |
4 days ago | almost 3 years ago | |
Rust | Rust | |
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.
rapier
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Xkcd 2916: Machine
Ok, so this uses https://rapier.rs/ which is very cool
Rapier, alongside https://nalgebra.org/ (which it uses underneath) has seriously good documentation and some advanced features like cross-platform determinism (something made hard by the way floating point differs between platforms)
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Code examples: see examples2d, examples3d-f64 and examples3d directories
- Rapier: Fast 2D and 3D physics engines written in Rust
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Bevy XPBD: A physics engine for the Bevy game engine
What are the pros and cons compared to something like Rapier? When should one use Bevy XPBD instead of Rapier, or vice versa?
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What's everyone working on this week (22/2023)?
Still using Rust in a browser-based multiplayer party game I'm working on! I'm using Actix Web for the backend and rapier2d to handle my game's physics. I'm looking to make some more connections amongst the developer / gaming community through my game down the line.
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Constructing a piston/muscle/gas strut in bevy_rapier3d?
I have noticed that Rapier 0.17 contains a RopeJoint struct, which constrains maximum distance between two dynamic bodies. It doesn't seem to have found its way into bevy_rapier3d yet so I haven't understood whether it supports (half of) my use case, and looking at the code (https://github.com/dimforge/rapier/blob/master/src/dynamics/joint/rope_joint.rs) I really cannot see how it is actually implemented and how I could extend it to also set a minimum distance, but this may be a place to start.
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Next part of my platformer in bevy series
I was also frustrated with the kcc, so I opened a PR that fixes most of my issues: https://github.com/dimforge/rapier/pull/446
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What libraries does Idris need to increase adoption?
Likewise, see the js bindings of Rapier.
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Good resources for structuring a 2d physics engine in Rust?
Maybe check out how Rapier does it. Rapier is likely the most advanced physics engine in Rust. (Though Embark Studios is doing some crazy stuff with ML physics.)
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A Rust client library for interacting with Microsoft Airsim https://github.com/Sollimann/airsim-client
rapier
Backroll-rs-test
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Help wanted with Backroll-rs (new networking library)
heres a sorta example over here: https://github.com/ValorZard/Backroll-rs-test it complies but the netcode isn't fully set up cuz I realized macroquad doesn't actually support fixed update. If you join the discord, one of the members there already added Backroll to their game, and it was mostly successful with a few hiccups.
What are some alternatives?
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
backroll-rs - A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
bevy - A refreshingly simple data-driven game engine built in Rust
nakama - Distributed server for social and realtime games and apps.
parry - 2D and 3D collision-detection library for Rust.
ggpo - Good Game, Peace Out Rollback Network SDK
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
gdnative - Rust bindings for Godot 3
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
three - [abandoned] Totally not inspired Rust 3D library