6 dépôts
Hooks for executing custom logic during internal physics simulation steps.
Distinct from Physics Engines: Distinct from general physics engines: focuses on the specific callback mechanism for simulation ticks.
Explore 6 awesome GitHub repositories matching game development · Simulation Tick Callbacks. Refine with filters or upvote what's useful.
LibGDX is a Java-based framework designed for cross-platform game development, enabling the creation and deployment of 2D and 3D games across desktop, mobile, and web environments from a single codebase. It functions as a comprehensive library that abstracts hardware-accelerated graphics, audio, input, and file system access, providing a unified interface for developers to manage game logic and application lifecycles. The framework distinguishes itself through a high-performance architecture that prioritizes efficiency and native interoperability. It utilizes a batch-oriented graphics pipelin
Triggers custom logic during internal simulation steps by attaching listeners to the dynamics world.
CARLA is an autonomous driving simulator and research environment designed for developing and validating self-driving software. It functions as an urban traffic simulator that generates realistic vehicle and pedestrian behavior and as a synthetic sensor data generator producing LiDAR, Radar, and camera data. The platform distinguishes itself through its deep integration with robotics frameworks, specifically providing native connectivity to ROS2 nodes for robotic control and data processing. It supports the training of driving models via imitation and reinforcement learning within a controlle
Implements a clocking mechanism that pauses the simulation server until a client signal triggers the next physics step.
Provides a utility to schedule callbacks on the next tick of the event loop.
mujoco_menagerie is a curated library of physical robot specifications and XML model definitions designed for standardized dynamics and contact simulation. It provides a collection of high-quality robot model files for humanoids, quadrupeds, and manipulators, alongside detailed kinematic and inertial parameters used to reproduce real-world robot behavior in virtual environments. The project serves as a repository of robotics simulation assets and MJCF model definitions optimized for accuracy. It includes standardized model libraries specifically for bipedal, quadrupedal, and humanoid hardware
Injects custom logic into the physics engine via global callbacks to modify behavior or define forces.
An asynchronous I/O and reactor event loop library for PHP, this project provides core primitives for coordinating non-blocking operations, managing system resources, and scheduling background tasks. The runtime executes concurrent operations by continuously running tick-based loop iterations that process pending timers, network streams, deferred callbacks, and system signals through efficient system-level polling mechanisms. The library coordinates event-driven execution using asynchronous timers for one-off or periodic tasks, next-tick deferred execution for breaking down workloads, and str
Coordinates asynchronous tasks through continuous tick-based loop iterations processing timers and streams.
Fluid Behavior Tree est un framework piloté par le code pour Unity, conçu pour gérer les comportements de personnages autonomes via des structures de prise de décision hiérarchiques. Il fonctionne comme un moteur de logique d'IA de jeu qui traite les comportements d'entités complexes en parcourant des graphes dirigés de nœuds qui renvoient des signaux de succès, d'échec ou de statut en cours (running) lors de chaque mise à jour de frame. La bibliothèque se distingue par un pattern de constructeur fluide qui permet aux développeurs de définir des structures d'arbres imbriquées, des séquences et des flux d'exécution parallèles entièrement via des méthodes de code chaînables. Cette approche met l'accent sur la modularité, permettant la création de modules de comportement réutilisables qui peuvent être composés en systèmes d'IA plus grands et sophistiqués. Le framework inclut une suite complète d'outils pour gérer les cycles de vie des tâches et étendre les fonctionnalités via des actions, conditions et décorateurs personnalisés. Pour soutenir le développement, il fournit des outils de visualisation en temps réel au sein de l'éditeur Unity, permettant la surveillance des hiérarchies d'arbres actives et le débogage du flux logique pendant le gameplay.
Processes the tree structure during each frame update to evaluate conditions and trigger actions for autonomous game entities.