simoji
rapier
simoji | rapier | |
---|---|---|
5 | 39 | |
6 | 3,574 | |
- | 4.0% | |
4.2 | 8.4 | |
25 days ago | 3 days ago | |
JavaScript | Rust | |
- | 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.
simoji
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Why do you think Visual Languages/Dataflow Programming hasn't caught on?
I built Ohayo (https://ohayo.computer/) and Simoji (https://simoji.pub/) which are 2 more examples of the technology in action.
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Show HN: Trading Exchange Engine/Simulator
This is really interesting. Have you thought about a GUI for dummies?
I wanted to do something like this, but I approached from a different angle of GUI first (https://simoji.pub/#simoji%0A%20question%20What%20is%20the%2...).
I obviously don't have the faintest clue about the actual algos at work in an exchange simulator. I'm more of a CSS guy. Drop me an email ([email protected]) if you ever want to chat.
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Build a simple 2D physics engine for JavaScript games
Interesting! This makes sense to me.
I'm new to physics engines—I just started figuring out how to upgrade my simple grid cellular automata engine to a 2D engine for my toy sim tool (https://github.com/breck7/simoji)—and have been surprised by existing implementations, because it just seems not how the universe actually computes. I had not seen PBD before and it seems to be a closer model.
- RFC: Simoji - build simulations using Emoji
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WIP: Simoji - a new language for writing simulations with Emojis
This is my first simulation engine I've built, and obviously is very early (just a few days in). Source code is here: https://github.com/publicdomaincompany/simoji I plan to add monte carlos, sensitivity analysis, and explore prior art like NetLogo and GAMA and see what else I'm missing. I think it might useful in my thinking and essay writing to have a quick and dirty way to build back of the envelope simulations. I'm trying to figure out the essence of Agent Based Simulations and build a minimal DSL for that domain. Sharing even though it's pretty bad, just in case there are folks with complementary skillsets who might want to talk more.
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?
qmrExchange - Stock/Crypto Exchange Simulator for Analyzing the Interaction between multiple Trading Agents.
box2d-wasm - Box2D physics engine compiled to WebAssembly. Supports TypeScript and ES modules.
taichi - Productive, portable, and performant GPU programming in Python.
bevy - A refreshingly simple data-driven game engine built in Rust
quantaichi - QuanTaichi evaluation suite
parry - 2D and 3D collision-detection library for Rust.
nakama - Distributed server for social and realtime games and apps.
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.
Backroll-rs-test - A macroquad sample project that has rollback
three - [abandoned] Totally not inspired Rust 3D library