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This project forked from google/liquidfun

0.0 0.0 0.0 24.74 MB

Forked for extending liquidfun with gravity like mutual force using barnes-hut approximation.

Home Page: http://ersteller.github.io/liquidfun

CMake 0.79% Makefile 1.08% HTML 1.68% C 19.01% C++ 54.36% Objective-C 1.09% Python 3.05% Shell 1.46% Assembly 0.24% GLSL 0.09% Objective-C++ 0.43% JavaScript 15.89% C# 0.24% M4 0.23% Batchfile 0.34% Dockerfile 0.02%

liquidfun's Introduction

LiquidFun logo

forked from LiquidFun Version 1.1.0

About this fork

N-body

This is an old project of mine to play around with gravity,n-body problem and some approximations. in particular this contains an implementation of a barnes-hut algorythm using a quadtree written in c++.

webassembly

This is a proof of concept to see if and how slow the c++ code would run in broswer to evaluate/inhibit any later game concept ideas. There is an example in the landing page. Just keep in mind there is a third dimension and maybe VR. Liquidfun is single threaded and the barnes-hut tree is called in the step callback synchronously.

Welcome to LiquidFun!

LiquidFun is a 2D physics engine for games. Go to our landing page to browse our documentation and see some examples.

LiquidFun is an extension of Box2D. It adds a particle based fluid and soft body simulation to the rigid body functionality of Box2D. LiquidFun can be built for many different systems, including Android, iOS, Windows, OS X, Linux, and JavaScript.

File issues on the LiquidFun Issues Tracker

To build this code (javascript and c++ bindings) use docker! It contains all dependancies.

In any case please see Box2D/Documentation/Building/ to learn how to build LiquidFun and run the testbed.

LiquidFun has a logo that you can use, in your splash screens or documentation, for example. Please see the Programmer's Guide for the graphics and further details.

For applications on Google Play that integrate this tool, usage is tracked. This tracking is done automatically using the embedded version string (b2_liquidFunVersionString), and helps us continue to optimize it. Aside from consuming a few extra bytes in your application binary, it shouldn't affect your application at all. We use this information to let us know if LiquidFun is useful and if we should continue to invest in it. Since this is open source, you are free to remove the version string but we would appreciate if you would leave it in.

Build

Build docker image for JavaScript build

docker build -f Dockerfile -t liquidfunbuilder:latest . 

Run build

In indows10 run .\devscripts\buildjsandlaunchserver.bat

In Linux run devscripts/buildjs.sh(untested: might need some minor updates)

This generates new bindings for javascript and also may run uglify if not for debugging disabled after build is done a webserver is started for the testbed.

Test

Then browse to localhost:80 and visit the testbed

C++ on windows

you need cmake and some MS Visual Studio to build the c++ app for windows ''' mkdir build cd build cmake ..\liquidfun\Box2D -G "Visual Studio 15 2017 Win64" cmake --build . --config Release '''

TODO: coolstuff

for lighting

http://www.java-gaming.org/topics/libgdx-trying-to-get-my-head-around-box2d-lights/38424/view.html

shader

and the shader lightingshader.sdrsrc found there: found on youtube usr:Šklopec https://youtu.be/fsbECSpwtig and absolutly like so https://github.com/vanderlin/Box2dLights

for sound

add https://www.sfml-dev.org/ like this https://github.com/SonarSystems/SFML-Box2D-Tutorials or like this https://gist.github.com/jmcgill/1396667

liquidfun's People

Contributors

jsanmiya avatar ersteller avatar thedmail avatar vharrong avatar atahiri80 avatar joshualitt avatar shantzis1962 avatar onoratoj avatar enh-google avatar wolffg avatar haskasu avatar cco3 avatar stephenhines avatar iainmerrick avatar kant avatar auselen avatar camerondm9 avatar chadj-at-google avatar eugenis avatar qknight avatar mortonfox avatar neszt avatar imerr avatar tmotee avatar tomnielsen avatar ukirazci avatar doebi avatar

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