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altanis

83 karma · joined August 22, 2023

c, c++, rust, javascript, and basically every other language
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altanis··on Font with Built-In Syntax Highlighting
cool
altanis··on [dead]
I just finished developing my networking library in C, which allows users to create a client or server with the ability to follow the TCP/UDP/HTTP/WS protocols. This was one of my harder C projects, and any tips for how to improve the library would be great. I'm currently benching this against Apache and Nginx and will share the results on the GitHub soon.
altanis··on [dead]
Hey HN, I just finished developing my networking library in C, which allows users to create a client or server with the ability to follow the TCP/UDP/HTTP/WS protocols. This was one of my harder C projects, and any tips for how to improve the library would be great. I'm currently benching this against Apache and Nginx and will share the results on the GitHub soon.
altanis··on Physics Engine 13x Faster than Matter.js
i've tried on things like replit (i dont have access to old specs), but the mspt was too inconsistent (it varied between 0.7 and 6mspt for 1k circles)
altanis··on Physics Engine 13x Faster than Matter.js
Definitely! I am not discrediting Matter.js, it is incredibly accurate and has a bucketload of features. kinetics.ts is meant to be a minimalistic engine primarily for basic 2d games (take io games for instance), and for that it performs quite well in comparison to matter.js
altanis··on Physics Engine 13x Faster than Matter.js
No, I was planning to add that but got busy. There is an existing demo page (https://kinetics.vercel.app/docs/demo), but I agree in the fact that it's more bland than MatterJS demo pages. When I have more time i'll work on both
altanis··on Physics Engine 13x Faster than Matter.js
I will bench Rapier against Kinetics in a few minutes and upload results to GitHub. I'm sure it's much faster though, it uses Rust

As for the speed the engine provides, not much. I just optimized my spatial hashgrid. It used to iterate over every entity, found the cell it was in, and checked the objects in that cell. I replaced it by iterating over each cell, and checking the entities in the cell. Performance went up significantly (iirc 1k squares took around 6-7 mspt, now its 0.4mspt)

The engine actually uses position based dynamics (the penetration depth changes position), as for extended position dynamics, I looked into it but "softness" isn't a field in the entity object, so I decided to not implement it (extended pbd iirc just fixes softness)

altanis··on Physics Engine 13x Faster than Matter.js
Thank you guys so much for the support! I could never dream of 20 stars, let alone 100!
altanis··on Physics Engine 13x Faster than Matter.js
I have a demo on the website.

https://kinetics.vercel.app/docs/demo

I benched the results without rendering (more or less focused on backend game physics), I'm not sure how it'd work with rendering since FPS lag would probably hinder performance to the point theyre both equal. In the event someone wants to make my library more efficient with rendering, they can always use WebGL with WASM

altanis··on Physics Engine 13x Faster than Matter.js
Any applications for 2d physics, for example simulations and games and whatnot.
altanis··on Physics Engine 13x Faster than Matter.js
I recently created a physics engine for all sorts of convex entities which, when benchmarked against many other popular engines such as Matter.js and Planck.js, outperformed them effortlessly. I would appreciate if you guys checked it out, as it took me a long time to complete it! https://github.com/Altanis/kinetics-ts.
altanis··on Fastest OSS 2D Physics Engine (In JavaScript/TS)
I recently created a physics engine for all sorts of convex entities which, when benchmarked against many other popular engines such as Matter.js and Planck.js, outperformed them effortlessly. I would appreciate if you guys checked it out, as it took me a long time to complete it! https://github.com/Altanis/kinetics.
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