I wonder if the landscape is empty enough for a resurgence.
I wonder if the landscape is empty enough for a resurgence.
Any addition to this small and exclusive list is very welcome :)
I remember trying this back in 2004 or so when i was making my first real 3D game engine, but i ended up abandoning it because i was trying to use it on 64bit Linux and the source code had typecasts between pointers and (32bit) ints all over the place :-P.
That was fixed later and apparently the engine was used in a few commercial games during the 2000s and early 2010s.
On the web alone, there is also:
ammo.js, - a wasm port of bullet
cannon.js, - a hand rolled engine
oimo.js, - an older hand roll
rapier.js - a newer hand roll
jolt.js - a newer engine based on the engine used in horizon zero dawn.
physx.js/wasm - nvidia wasm port of physx
havok.js/wasm - microsoft endowed wasm port of havok (used in babylon)
I've been in the space for a while, and anecdotally, PhysX is the most robust, stable, and vying for speed with Havok which is slightly faster, but makes some different accuracy choices for speed. ammo/(Bullet) was one of the earliest serious engines to make it to the web.
r.e. - Box3d - Erin Catto is pretty legendary in the physics engine scene for (box2d).. it has powered a huuuuge number of games that many of us have likely enjoyed...
So I'm definitely gonna keep my eyes on this one!
I spent many of my teenage and early adult years trying to replicate it in HTML5. Finally got the Open Source version of IB2 largely ported during COVID: https://github.com/JoshTheDerf/Incredibots-2-HTML5-Open-Sour...
I remember every day as a kid logging on to find new vehicles, challenges, rube-goldberg machines. Some content archives are still online, but don't scratch that itch as an adult. For its time, Incredibots really nailed the sweet spot between expressiveness and ease to create content.