tigerbeetle
Box2D
Our great sponsors
tigerbeetle | Box2D | |
---|---|---|
45 | 35 | |
7,059 | 7,280 | |
47.0% | - | |
9.9 | 0.0 | |
2 days ago | about 1 month ago | |
Zig | C++ | |
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.
tigerbeetle
-
Redis Re-Implemented with SQLite
I'm waiting for someone to implement the Redis API by swapping out the state machine in TigerBeetle (which was built modularly such that the state machine can be swapped out).
https://tigerbeetle.com/
-
The Fastest and Safest Database [video]
I fully agree with what Prime says at the end - Joran has really set a new bar here for all future database presentations.
Hearing that the entire TigerBeetle domain logic lives in a single file [0] (and is intended to be pluggable for other OLTP use cases!) makes it 1000% more tempting to spend the weekend getting up to speed with Zig.
[0] https://github.com/tigerbeetle/tigerbeetle/blob/main/src/sta...
-
Building a Scalable Accounting Ledger
Why would you want to build your own accounting ledger from scratch? Accounting is a completely new domain for most engineers, and TigerBeetle (https://tigerbeetle.com/) already solves this problem.
- Tiger Style
- Tigerbeetle's Storage Fault Model
- Factor is faster than Zig
-
The Raft Consensus Algorithm
Maelstrom [1], a workbench for learning distributed systems from the creator of Jepsen, includes a simple (model-checked) implementation of Raft and an excellent tutorial on implementing it.
Raft is a simple algorithm, but as others have noted, the original paper includes many correctness details often brushed over in toy implementations. Furthermore, the fallibility of real-world hardware (handling memory/disk corruption and grey failures), the requirements of real-world systems with tight latency SLAs, and a need for things like flexible quorum/dynamic cluster membership make implementing it for production a long and daunting task. The commit history of etcd and hashicorp/raft, likely the two most battle-tested open source implementations of raft that still surface correctness bugs on the regular tell you all you need to know.
The tigerbeetle team talks in detail about the real-world aspects of distributed systems on imperfect hardware/non-abstracted system models, and why they chose viewstamp replication, which predates Paxos but looks more like Raft.
[1]: https://github.com/jepsen-io/maelstrom/
[2]: https://github.com/tigerbeetle/tigerbeetle/blob/main/docs/DE...
- Fastest Branchless Binary Search
-
CWE Top Most Dangerous Software Weaknesses
> There is no reason to use a memory unsafe language anymore, except legacy codebases, and that is also slowly but surely diminishing. I'm still yet to hear this amazingly compelling reason that you just need memory unsafe languages. In terms of cost/benefits analysis, memory unsafety is literally all costs.
Tell that to the authors of new memory unsafe languages (like Zig) and creators of new project in those languages (like https://tigerbeetle.com) :(
- Problems of C, and how Zig addresses them
Box2D
-
Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
-
Jolt Physics raylib: trying 3D C++ Game Physics Engine
Box2D: 2D engine used in Unity and also earlier versions of Godot. Open source.
-
Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
Box2D GitHub repo: erincatto/box2d
- Nebula is an open-source and free-to-use modern C++ game engine
-
Linear code is more readable
Why is 600 lines too long? How are you able to make that judgment call without first knowing what the algorithm is even doing? People setting arbitrary limits like this is what leads to convoluted spaghetti, instead of just taking things on a case by case basis. Here’s a function from the Box2D code running a particularly complex algorithm for solving contact velocities https://github.com/erincatto/box2d/blob/411acc32eb6d4f2e96fc... .
It’s 310 lines long. It reads very well, and it looks very maintainable. It has very clear comments explaining the reasoning behind the harder parts of the code. Would you reject this code because it’s pretty long? I wouldn’t.
There is no such thing as too long or too short. There’s overengineered and there’s underengineered and there’s a sweet spot in the middle that has the perfect amount of engineering with the least amount of complexity (preferably no additional complexity than the original problem warranted). Sometimes, the problem at hand is inherently a large algorithm and requires many lines of code. Don’t split it up! It just makes it harder for future maintainers who now have to figure out if the additional functions are actually being used elsewhere or if they’re just there to make the code “pretty”.
-
How would you implement a simple collision system?
There is always the approach of looking at how an existing engine is implemented, such as box2d: https://github.com/erincatto/box2d
-
C++23: The Next C++ Standard
TIL Box2D must not be serious code because it doesn't use copious amounts of explicit temporaries[0].
And just for the record, I'm very glad Erin Catto decided to use operator overloading in his code. It made it much easier for me to read and understand what the code was doing as opposed to it being overly verbose and noisy.
[0]: https://github.com/erincatto/box2d/blob/main/src/collision/b...
-
Make a game engine in C++
For Physics Box2d can be used as a simple starting point.
-
Does anyone know any good open source project to optimize?
I suspect most C++ physics libraries like Box2D (https://github.com/erincatto/box2d) or Bullet3 (https://github.com/bulletphysics/bullet3) could really benefit a lot from SIMD.
-
what to start learning
for 2D physics have a look at Box2D it's amazing https://box2d.org/
What are some alternatives?
LevelDB - LevelDB is a fast key-value storage library written at Google that provides an ordered mapping from string keys to string values.
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
Chipmunk - A fast and lightweight 2D game physics library.
bun - Incredibly fast JavaScript runtime, bundler, test runner, and package manager – all in one
raylib - A simple and easy-to-use library to enjoy videogames programming
reshade - A generic post-processing injector for games and video software.
LiquidFun - 2D physics engine for games
rafiki - An open-source, comprehensive Interledger service for wallet providers, enabling them to provide Interledger functionality to their users.
PhysX - NVIDIA PhysX SDK
raft - Golang implementation of the Raft consensus protocol
box2d-lite - A small 2D physics engine