sandbox
rapier
sandbox | rapier | |
---|---|---|
9 | 39 | |
297 | 3,574 | |
- | 4.0% | |
0.0 | 8.4 | |
about 1 year ago | 3 days ago | |
Rust | Rust | |
GNU Affero General Public License v3.0 | 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.
sandbox
- Terra Firma, a playable erosion simulation (Free, Works on Proton)
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I've made a similar game: https://github.com/JMS55/sandbox, and it looks like we've had a lot of the same ideas :)
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Open source projects that need help at beginner/intermediate level
If you're interested in game development, you may enjoy playing around with Sandbox. It's a game I created where you place sand, water, acid, fire, etc and watch them interact.
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WebGPU computations performance in comparison to WebGL
> WebGPU is years away to become usable
As a counterpoint, I've been using WebGPU (through wgpu-rs) for the past 1.5 years. It's been a pleasure to use. For instance, here's the CPU-side code for a glow post-process shader using 4 render passes https://github.com/JMS55/sandbox/blob/master/src/glow_post_p....
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The Similarities between an ECS and a rendergraph
I've considered implementing Sandbox using wgpu compute sharers (all the rendering is already done with wgpu). The reason I didn't is because I couldn't figure out how to make particles update in parallel - how to handle conflicts between two particles wanting to move into the same position, updating a particle that's supposed to be destroyed, etc. I'd love to get this working however. My last attempt was a the "multithread" branch where I tried to use rayon as a means of prototyping the game using parallel update logic.
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Any interest in a Games From Scratch club?
Unrelated to a club, but you might enjoy looking at a game I built with Rust + WebGPU https://github.com/JMS55/sandbox.
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I tried making a Gnome install with flatpaks apps exclusively
Counterpoint: https://flathub.org/apps/details/com.github.jms55.Sandbox
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Is there anyone looking for GSOC student for a Rust project ? (or just a contributor for a project ?)
Not a GSOC project, but my game Sandbox is open to contributions! https://github.com/JMS55/sandbox
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Im moving a big array around too much
Overflowing the stack: Use a Vec, or Box<[T; N]> (boxed array). A boxed array is a heap allocated array, where the box part just points to some data on the heap, so it's cheap to move around. Both are pretty much equivalent, boxed array is maybe slightly more faster/correct. Note that if you use a boxed array, due to some missing compiler optimizations, you'll probably just get a stack overflow anyways, as the compiler will first store the array on the stack, and then copy it to the heap. This can be solved with some unsafe code, such as in https://github.com/JMS55/sandbox/blob/master/src/heap_array.rs.
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
What are some alternatives?
sandspiel - Creative cellular automata browser game
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
meta - Meta-crates of the RustCrypto project
bevy - A refreshingly simple data-driven game engine built in Rust
meshweaver - 3D rendering engine in Rust and WebGPU
parry - 2D and 3D collision-detection library for Rust.
cargo-auditable - Make production Rust binaries auditable
nakama - Distributed server for social and realtime games and apps.
image - Encoding and decoding images in Rust
PixiJS - The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
vulkano - Safe and rich Rust wrapper around the Vulkan API
gdnative - Rust bindings for Godot 3