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Liquidfun – 2D physics engine for games

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51–60 of 67 posts

Re: Liquidfun – 2D physics engine for games

#51
post #45

I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)

What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.

Because if everyone did that, there would be so much noise that any signal would be lost.

Re: Liquidfun – 2D physics engine for games

#55

Earlier quoted context omitted.

Yep, those kind of 2d metaballs are indeed doable in GLSL - I have a WebGL proof-of-concept lying around. I really struggled to get good performance, though my shader-fu isn't up to much.

Metaballs are too expensive for more than a few particles. There are probably some other algorithms that would work better, or not doing metaballs strictly.

I found metaballs as very efficient when using pixel shader. I did port my js fluid simulation to C++ and used cocos2dx with shaders to do it for iphone. Works good.

Re: Liquidfun – 2D physics engine for games

#56
post #10

It's surprisingly reasonable that they did not use Python or JS for it. I wonder how they came up with this project though - do they want to boost Android/NaCl games?

I made one for js : https://github.com/asadlionpk/SPHjs

It's pretty cool, but not useful for games due to performance limitations (especially for mobile devices).

Re: Liquidfun – 2D physics engine for games

#57
post #45

I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)

What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.

Creating a large software project is hard and time consuming. Lets use an analogy to help visualize it: say, building Eiffel Towers.

If everyone collaborated on a few such projects, we'd have a few really great Eiffel towers scattered around.

If everyone started their own, we'd have a million piles of metal all over, and very few towers.

Re: Liquidfun – 2D physics engine for games

#58
post #51
post #45

Earlier quoted context omitted.

What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.

Because if everyone did that, there would be so much noise that any signal would be lost.

Welcome to open source.

Re: Liquidfun – 2D physics engine for games

#59
post #45

I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)

What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.

Because my todo list finally gets it right.

Re: Liquidfun – 2D physics engine for games

#60
post #45

Earlier quoted context omitted.

What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.

Because my todo list finally gets it right.

And it's the best todo list ever.

Until I make mine...

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