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Top 23 Physic Open-Source Projects
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Bullet
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
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InfluxDB
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whitestorm.js
:rocket: 🌪 Super-fast 3D framework for Web Applications 🥇 & Games 🎮. Based on Three.js
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JoltPhysics
A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
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Unity-Script-Collection
A maintained collection of useful & free unity scripts / library's / plugins and extensions
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MathUtilities
A collection of some of the neat math and physics tricks that I've collected over the last few years.
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FluidX3D
The fastest and most memory efficient lattice Boltzmann CFD software, running on all GPUs via OpenCL.
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3D-printed-mirror-array
3D-printable hexagonal mirror array capable of reflecting sunlight into arbitrary patterns
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Simbody
High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.
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CHRONO
High-performance C++ library for multiphysics and multibody dynamics simulations (by projectchrono)
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Do you think this worked so cleanly because there is a tutorial similar to this and its in the dataset?
https://github.com/liabru/matter-js/wiki/Tutorials
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)...
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)...
Mostly Unity3D. I've amassed a huge list of assets, shaders, plugins, vfx, and tools that have aided in my workflow. It's hard to think of all the tools I use within Unity at the top of my head. I might make a blog post one day about my workflow but for now this is a pretty good starter list to get you started:
https://github.com/michidk/Unity-Script-Collection
and if you need free assets, I made a blog post about creative commons resources.
https://itch.io/blog/478317/life-as-a-creative-commons-indie...
Project mention: My open-source Algodoo remake is releasing in alpha at the end of the month! | /r/Algodoo | 2023-06-10You 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.
Project mention: added nav agent so that it won't rub its face on the wall all the time | /r/godot | 2023-05-17i tried fabrik at first, then switched to ccdik http://www.andreasaristidou.com/FABRIK.html https://github.com/zalo/MathUtilities/blob/master/Assets/IK/CCDIK/CCDIKJoint.cs
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)
Project mention: Show HN: Numbat – A programming language with physical dimensions as types | news.ycombinator.com | 2023-11-16Apparently this replaces https://github.com/sharkdp/insect
I know you mean PhysX how it was WAYYY back (& GPU accel), but it's been open source for ages.
Project mention: If you can't reproduce the model then it's not open-source | news.ycombinator.com | 2024-01-17I think the process of data acquisition isn't so clear-cut. Take CERN as an example: they release loads of data from various experiments under the CC0 license [1]. This isn't just a few small datasets for classroom use; we're talking big-league data, like the entire first run data from LHCb [2].
On their portal, they don't just dump the data and leave you to it. They've got guides on analysis and the necessary tools (mostly open source stuff like ROOT [3] and even VMs). This means anyone can dive in. You could potentially discover something new or build on existing experiment analyses. This setup, with open data and tools, ticks the boxes for reproducibility. But does it mean people need to recreate the data themselves?
Ideally, yeah, but realistically, while you could theoretically rebuild the LHC (since most technical details are public), it would take an army of skilled people, billions of dollars, and years to do it.
This contrasts with open source models, where you can retrain models using data to get the weights. But getting hold of the data and the cost to reproduce the weights is usually prohibitive. I get that CERN's approach might seem to counter this, but remember, they're not releasing raw data (which is mostly noise), but a more refined version. Try downloading several petabytes of raw data if not; good luck with that. But for training something like a LLM, you might need the whole dataset, which in many cases have its own problems with copyrights…etc.
[1] https://opendata.cern.ch/docs/terms-of-use
[2] https://opendata.cern.ch/docs/lhcb-releases-entire-run1-data...
[3] https://root.cern/
Hopsan https://liu.se/en/research/hopsan and Project Chrono https://projectchrono.org/ may be good Simulink alternatives.
Physics related posts
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Thetawave: A physics based, space shooter game made with Rust and the Bevy engi
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Blaze: A High Performance C++ Math library
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Jolt Physics raylib: trying 3D C++ Game Physics Engine
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Xkcd 2916: Machine
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Rust Game Physics Engines: PhysX, Rapier, XPBD & Others
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Documentation as code: Principles, workflow, and challenges
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The Bevy Foundation
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A note from our sponsor - InfluxDB
www.influxdata.com | 10 May 2024
Index
What are some of the best open-source Physic projects? This list will help you:
Project | Stars | |
---|---|---|
1 | matter-js | 16,013 |
2 | Bullet | 11,942 |
3 | Box2D | 7,308 |
4 | mujoco | 7,213 |
5 | whitestorm.js | 6,089 |
6 | JoltPhysics | 5,627 |
7 | Piccolo | 5,546 |
8 | Unity-Script-Collection | 5,368 |
9 | LiquidFun | 4,648 |
10 | Advance | 4,491 |
11 | MathUtilities | 4,106 |
12 | rapier | 3,610 |
13 | FluidX3D | 3,210 |
14 | insect | 3,153 |
15 | PhysX | 3,083 |
16 | use-cannon | 2,690 |
17 | p2.js | 2,602 |
18 | root | 2,422 |
19 | 3D-printed-mirror-array | 2,395 |
20 | Computer-Science-Resources | 2,353 |
21 | Simbody | 2,222 |
22 | Chipmunk | 2,111 |
23 | CHRONO | 2,055 |
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