digitalmars.D.announce - dbox is a complete D2 port of the Box2D game physics library
- Andrej Mitrovic via Digitalmars-d-announce (22/22) May 23 2014 https://github.com/d-gamedev-team/dbox
- Piotrek (4/4) May 23 2014 Hi,
- Andrej Mitrovic via Digitalmars-d-announce (4/6) May 23 2014 I haven't tested the performance yet! I'm definitely interested, but
- Kiith-Sa (15/22) May 24 2014 Do you intend to keep this a straight port or will it be open to
- Andrej Mitrovic via Digitalmars-d-announce (30/44) May 24 2014 I think we can create a new branch with API improvements and
- aberba (2/6) Jun 16 2020 This sort of investment still amazes me.
- Andrej Mitrovic (3/11) Jun 16 2020 This is a 6 years old post though. I'm sure there are much better
- aberba (2/14) Jun 18 2020 Box2D? Its a physics engine.
- aberba (4/20) Jun 18 2020 And your name matches the author 😁. So I guess you know what it
- Andrej Mitrovic (4/20) Jun 18 2020 Yes sorry about that I remembered it wrong. :)
https://github.com/d-gamedev-team/dbox What is Box2D? ============== Box2D[1] is an open source C++ physics engine used for simulating rigid bodies in 2D. Box2D is developed by Erin Catto and is zlib-licensed. Box2D is mainly used for game development and interactive physics simulations. Box2D is platform-independent and has no dependencies other than its test-suite which requires the GLFW library. [1] : http://box2d.org/about/ What is dbox? ============== dbox[2] is a complete D2 port of the Box2D C++ library. dbox targets the latest release of Box2D (currently at v2.3.1) and includes a port of its GUI test-suite. The test-suite includes over 50 unique and interactive examples demonstrating the capabilities of the physics engine. dbox is also a dub package which you can add to your build dependencies right away. See the dub project page[3] for more information. [2] : https://github.com/d-gamedev-team/dbox [3] : http://code.dlang.org/packages/dbox
May 23 2014
Hi, nice one. How does it compare to C++ version in terms of performance? Piotrek
May 23 2014
On 5/24/14, Piotrek via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:nice one. How does it compare to C++ version in terms of performance?I haven't tested the performance yet! I'm definitely interested, but as usual I assume LDC will probably beat DMD in this area.
May 23 2014
On Friday, 23 May 2014 at 22:52:53 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote:On 5/24/14, Piotrek via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:Do you intend to keep this a straight port or will it be open to modifications? From a brief look at the source, it's possible I'll end up needing turning shapes from classes to structs and/or hooking it up with a custom allocator. I expect to need to spawn/destroy objects of varying shapes very often. (I do plan to try the current version first, though; it may be good enough) If I make such changes (which may affect the API, although the changes can probably be kept somewhat small), should I open a pull request or start a fork (ddbox? ;p)? (Same question applies to other of your ports)nice one. How does it compare to C++ version in terms of performance?I haven't tested the performance yet! I'm definitely interested, but as usual I assume LDC will probably beat DMD in this area.
May 24 2014
On 5/24/14, Kiith-Sa via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:Do you intend to keep this a straight port or will it be open to modifications?I think we can create a new branch with API improvements and additions. I'm not sure what the state of dub support for this is, apparently branch-based dependencies are now deprecated? I hope we can do something like this: "dependencies": { "dbox": ">=0.0.2", } "dependencies": { "dbox": "d_api:>=0.0.2", } Can we do something like this already with dub? Andrei's allocators could come in very handy. I'm still unsure how we can actually hook up a custom allocator, you can't really do things like "$ dmd -alias allocator = mymodule.myallocator". As for actual behavioral changes, we better start adding unittests then. :) Btw, there's a Contributions folder in the Box2D distribution which I haven't ported, it has some cool features like fluids support. I'm not sure if it's the same as the following video, but the stuff is cool: https://www.youtube.com/watch?v=UKlkk3uCdJsFrom a brief look at the source, it's possible I'll end up needing turning shapes from classes to structs and/or hooking it up with a custom allocator.I wanted to convert everything into structs, but the problem is the C++ library used inheritance and virtual methods even though in the end they end up using all of these objects as stack-allocated objects. I'm not sure whether we actually have to spawn a lot of shape objects though (AFAICT few of them ever get instantiated), but if that's true then converting these to structs might be beneficial.I expect to need to spawn/destroy objects of varying shapes very often. (I do plan to try the current version first, though; it may be good enough)Good luck!If I make such changes (which may affect the API, although the changes can probably be kept somewhat small), should I open a pull request or start a fork (ddbox? ;p)?We could create a new branch, but for the moment you're probably better off not writing any pull requests since I will be MIA for a while (I'm moving very soon). I'll keep you updated.(Same question applies to other of your ports)Same answer! :)
May 24 2014
On Friday, 23 May 2014 at 22:00:51 UTC, Andrej Mitrovic wrote:https://github.com/d-gamedev-team/dbox What is Box2D? ============== [...]This sort of investment still amazes me.
Jun 16 2020
On Tuesday, 16 June 2020 at 17:52:37 UTC, aberba wrote:On Friday, 23 May 2014 at 22:00:51 UTC, Andrej Mitrovic wrote:This is a 6 years old post though. I'm sure there are much better graphics libraries out there by now, including D ones.https://github.com/d-gamedev-team/dbox What is Box2D? ============== [...]This sort of investment still amazes me.
Jun 16 2020
On Wednesday, 17 June 2020 at 01:20:00 UTC, Andrej Mitrovic wrote:On Tuesday, 16 June 2020 at 17:52:37 UTC, aberba wrote:Box2D? Its a physics engine.On Friday, 23 May 2014 at 22:00:51 UTC, Andrej Mitrovic wrote:This is a 6 years old post though. I'm sure there are much better graphics libraries out there by now, including D ones.https://github.com/d-gamedev-team/dbox What is Box2D? ============== [...]This sort of investment still amazes me.
Jun 18 2020
On Thursday, 18 June 2020 at 14:38:27 UTC, aberba wrote:On Wednesday, 17 June 2020 at 01:20:00 UTC, Andrej Mitrovic wrote:And your name matches the author 😁. So I guess you know what it is. But Box2D itself is still used almost everywhere its need. And not port exists aside this.On Tuesday, 16 June 2020 at 17:52:37 UTC, aberba wrote:Box2D? Its a physics engine.On Friday, 23 May 2014 at 22:00:51 UTC, Andrej Mitrovic wrote:This is a 6 years old post though. I'm sure there are much better graphics libraries out there by now, including D ones.https://github.com/d-gamedev-team/dbox What is Box2D? ============== [...]This sort of investment still amazes me.
Jun 18 2020
On Thursday, 18 June 2020 at 14:38:27 UTC, aberba wrote:On Wednesday, 17 June 2020 at 01:20:00 UTC, Andrej Mitrovic wrote:Yes sorry about that I remembered it wrong. :) Anyway I think it would be great to optimize it. If I recall right, there was a lot of GC usage in the port.On Tuesday, 16 June 2020 at 17:52:37 UTC, aberba wrote:Box2D? Its a physics engine.On Friday, 23 May 2014 at 22:00:51 UTC, Andrej Mitrovic wrote:This is a 6 years old post though. I'm sure there are much better graphics libraries out there by now, including D ones.https://github.com/d-gamedev-team/dbox What is Box2D? ============== [...]This sort of investment still amazes me.
Jun 18 2020