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75 个仓库

Awesome GitHub RepositoriesPhysics Engines

Computational engines that simulate physical dynamics and motion for interactive applications.

Explore 75 awesome GitHub repositories matching game development · Physics Engines. Refine with filters or upvote what's useful.

Awesome Physics Engines GitHub Repositories

用 AI 发现最棒的仓库。我们将通过 AI 为您搜索最匹配的仓库。
  • awesomedata/awesome-public-datasetsawesomedata 的头像

    awesomedata/awesome-public-datasets

    75,979在 GitHub 上查看↗

    This project is a community-maintained, open-access directory of high-quality public datasets. It serves as a centralized reference point for researchers, developers, and data scientists to locate reliable information sources across a wide spectrum of industries and scientific fields. By providing a structured index, the repository facilitates the discovery of data necessary for exploratory analysis, machine learning model training, and the development of data-intensive applications. The directory distinguishes itself through a lightweight, platform-agnostic approach to resource indexing that

    Lists datasets containing physical measurements and simulation parameters for scientific modeling.

    aaron-swartzawesome-public-datasetsdatasets
    在 GitHub 上查看↗75,979
  • fffaraz/awesome-cppfffaraz 的头像

    fffaraz/awesome-cpp

    71,817在 GitHub 上查看↗

    This project is a comprehensive, curated directory of high-quality libraries, tools, and educational resources for C and C++ development. It serves as an ecosystem discovery index, helping developers navigate the vast landscape of third-party components, frameworks, and technical documentation available for the language. The collection is distinguished by its focus on high-performance systems programming and technical mastery. It provides deep coverage of specialized domains including SIMD-accelerated data processing, compile-time template metaprogramming, and asynchronous event-driven archit

    Catalogs high-performance engines capable of simulating complex 2D and 3D physical dynamics.

    awesomeawesome-listc
    在 GitHub 上查看↗71,817
  • juliangarnier/animejuliangarnier 的头像

    juliangarnier/anime

    69,932在 GitHub 上查看↗

    This project is a declarative motion framework and JavaScript animation engine designed to transition CSS properties, SVG attributes, and DOM elements. It provides a comprehensive set of tools for creating complex, multi-part motion sequences by synchronizing animations, timers, and callbacks into a single, unified timeline. The library distinguishes itself through a robust timeline-based sequence orchestrator that allows for precise timing, label-based control, and hierarchical nesting of animations. It also features a physics-driven interaction library that enables draggable elements with c

    Adjust element mass to influence deceleration speed, travel distance, and bounciness during motion.

    JavaScriptanimationanimecanvas
    在 GitHub 上查看↗69,932
  • libgdx/libgdxlibgdx 的头像

    libgdx/libgdx

    24,816在 GitHub 上查看↗

    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

    Integrates physics engines to calculate collisions, rigid body dynamics, and movement constraints for 2D and 3D environments.

    Java2d3dandroid
    在 GitHub 上查看↗24,816
  • cocos2d/cocos2d-xcocos2d 的头像

    cocos2d/cocos2d-x

    18,942在 GitHub 上查看↗

    Cocos2d-x is a high-performance C++ game development framework designed for building and deploying interactive applications across mobile, desktop, and web platforms. It functions as a cross-platform game engine that utilizes an entity-component system to manage object lifecycles, behaviors, and spatial relationships within a unified codebase. The engine is distinguished by its specialized 2D graphics rendering pipeline, which is optimized for hardware-accelerated performance when displaying sprites, particle effects, and skeletal animations. It provides developers with low-level access to gr

    Calculates collisions, rigid body dynamics, and trigger events for 2D and 3D objects.

    C++androidc-plus-pluscocos2d
    在 GitHub 上查看↗18,942
  • liabru/matter-jsliabru 的头像

    liabru/matter-js

    18,256在 GitHub 上查看↗

    Matter-js is a 2D rigid body physics engine written in JavaScript for simulating realistic physical interactions, collisions, and dynamics in web browsers. It functions as a web physics simulation library that calculates motion, gravity, and constraints for objects rendered on a web canvas. The library includes a built-in canvas physics visualizer to draw physical bodies, joints, and constraints for debugging and gameplay. It distinguishes itself through a plugin system that supports recursive dependency resolution and internal method patching to inject custom logic into the engine's executio

    Allows adding complex structural constraints, jointed bodies, and environmental forces to web applications.

    JavaScriptcanvasjavascriptphysics
    在 GitHub 上查看↗18,256
  • microsoft/airsimmicrosoft 的头像

    microsoft/AirSim

    17,956在 GitHub 上查看↗

    AirSim is a high-fidelity simulation platform designed for the development and testing of autonomous vehicles. Built as a plugin for game engines, it provides a physics-based environment that models vehicle dynamics and sensor data, serving as a foundation for robotics research, computer vision training, and reinforcement learning. The platform distinguishes itself through its support for hardware-in-the-loop and software-in-the-loop testing, allowing developers to validate control logic and firmware against real-world signals or concurrent processes. It offers extensive programmatic control

    Uses a high-fidelity game engine to calculate real-time vehicle dynamics and environmental interactions.

    C++aiairsimartificial-intelligence
    在 GitHub 上查看↗17,956
  • kitao/pyxelkitao 的头像

    kitao/pyxel

    17,547在 GitHub 上查看↗

    Pyxel is a Python-based retro game engine designed for creating pixel-art applications with vintage aesthetics. It functions as a pixel art framework that emulates classic hardware limitations through fixed-resolution displays, constrained color palettes, and a 2D tilemap engine for rendering scaled sprites and grid-based game worlds. The engine features a dedicated MML audio synthesizer that uses Macro Language notation to compose and play back retro-style sound sequences. It also includes capabilities for seed-based background music generation and the playback of raw PCM audio data for cust

    Implements collision detection between game objects and grid-based tilemap entries.

    Rust
    在 GitHub 上查看↗17,547
  • clauderic/dnd-kitclauderic 的头像

    clauderic/dnd-kit

    17,243在 GitHub 上查看↗

    This project is a modular toolkit for building accessible, component-based drag-and-drop interfaces in React. It provides a foundational framework for managing complex spatial interactions, state synchronization, and element registration, allowing developers to create interactive web applications that support mouse, touch, and keyboard inputs. The library distinguishes itself through a highly extensible architecture that separates input handling from interaction logic. It utilizes a sensor-based input abstraction to normalize diverse user interactions and a plugin-driven lifecycle to inject c

    Calculates spatial intersections between moving elements and target zones to determine valid drop states.

    TypeScriptdragdrag-and-dropdraggable
    在 GitHub 上查看↗17,243
  • wagerfield/parallaxwagerfield 的头像

    wagerfield/parallax

    16,586在 GitHub 上查看↗

    Parallax is a device motion parallax engine and interactive depth effect library. It provides the core logic and interfaces necessary to simulate visual depth by shifting scene layers based on a smart device gyroscope or mouse movement. The system functions as a device orientation controller that maps physical device rotation and cursor position to programmatic offsets. It distinguishes itself through a motion interface that handles relative orientation calibration, allowing the engine to calculate movement based on a cached starting position. The library covers motion behavior configuration

    Provides programmatic settings to adjust speed, range, friction, and axis limits of layer movement.

    JavaScript
    在 GitHub 上查看↗16,586
  • bulletphysics/bullet3bulletphysics 的头像

    bulletphysics/bullet3

    14,243在 GitHub 上查看↗

    Bullet3 is a professional physics simulation engine designed for calculating rigid body, soft body, and collision dynamics within 3D environments and robotics applications. It functions as a computational framework for determining complex geometric intersections and contact manifolds between objects in simulated space. The library distinguishes itself through a distributed rendering framework that scales heavy graphical workloads and scene generation tasks across large clusters of machines. This capability enables the production of massive datasets by distributing complex scene generation acr

    Simulates rigid body, soft body, and collision dynamics in real-time 3D environments and robotics applications.

    C++computer-animationgame-developmentkinematics
    在 GitHub 上查看↗14,243
  • carla-simulator/carlacarla-simulator 的头像

    carla-simulator/carla

    14,072在 GitHub 上查看↗

    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.

    C++
    在 GitHub 上查看↗14,072
  • google-deepmind/mujocogoogle-deepmind 的头像

    google-deepmind/mujoco

    13,957在 GitHub 上查看↗

    MuJoCo is a physics simulation engine designed for the dynamics of multi-joint articulated structures. It provides a computational framework for calculating the forces, velocities, and physical interactions of complex models within a virtual environment, supporting research in robotics, biomechanics, and machine learning. The engine utilizes a constraint-based dynamics solver and recursive algorithms to manage the motion of articulated systems. It includes a native graphical interface for real-time visualization, allowing users to inspect physical behaviors and contact dynamics as they occur.

    A high-performance library for simulating the dynamics of multi-joint articulated structures in robotics, biomechanics, and machine learning research.

    C++mujocophysicsrobotics
    在 GitHub 上查看↗13,957
  • mapeditor/tiledmapeditor 的头像

    mapeditor/tiled

    12,669在 GitHub 上查看↗

    Tiled is a multifunctional visual workspace for designing tile-based game levels, managing assets, and exporting structured world data. It functions as a 2D tile map editor and game level design tool used to create orthogonal, isometric, and hexagonal game environments. The software features a scriptable interface and plugin system for automating map creation tasks. It includes a dedicated tile set manager for importing and editing image-based collections of reusable tiles and animations, as well as a system for saving map layouts and custom properties into JSON or CSV formats. The platform

    Includes a collision editor for assigning specific geometric shapes to individual tiles to define physical boundaries.

    C++
    在 GitHub 上查看↗12,669
  • px4/px4-autopilotPX4 的头像

    PX4/PX4-Autopilot

    11,962在 GitHub 上查看↗

    PX4-Autopilot is a professional-grade flight control software stack designed for autonomous unmanned vehicles, including multicopters, fixed-wing aircraft, and vertical takeoff and landing platforms. It operates as a modular, real-time framework that decouples flight control logic from hardware drivers through a publish-subscribe middleware architecture. The system utilizes a deterministic microkernel runtime to execute time-critical flight control loops and sensor fusion tasks, ensuring stable navigation and vehicle operation. The platform distinguishes itself through a parameter-driven conf

    Monitors proximity sensors to automatically stop or redirect the vehicle when obstacles are detected.

    C++autonomousautopilotavoidance
    在 GitHub 上查看↗11,962
  • fogleman/craftfogleman 的头像

    fogleman/Craft

    11,021在 GitHub 上查看↗

    Craft is a multiplayer voxel sandbox written in C. It utilizes an OpenGL voxel engine to render a block-based world and implements an infinite terrain generator that uses noise functions to create deterministic, procedural landscapes. The project features a networked environment where players can build and modify a shared world using socket-based state synchronization. To maintain consistency across sessions, it employs a voxel world database to store and retrieve modified block coordinates. The system covers a range of capabilities including 3D collision detection for character movement, to

    Implements physics logic to prevent players from passing through solid environmental blocks.

    C
    在 GitHub 上查看↗11,021
  • flame-engine/flameflame-engine 的头像

    flame-engine/flame

    10,646在 GitHub 上查看↗

    Flame is a 2D game engine for Flutter and Dart. It provides a component-based game framework for managing entities and their lifecycles through a hierarchical architecture, alongside a dedicated system for game asset management and input handling. The engine distinguishes itself through a specialized integration layer for external physics engines to handle rigid body dynamics and collision detection. It also features a high-performance task model that uses isolates to offload heavy computations and prevent main thread blocking. The framework covers a broad range of capabilities including vis

    Provides a system for detecting overlaps and intersections between game objects to trigger physical responses.

    Dartdartflameflutter
    在 GitHub 上查看↗10,646
  • luanpotter/flameluanpotter 的头像

    luanpotter/flame

    10,647在 GitHub 上查看↗

    Flame is a 2D game engine and framework for Flutter. It provides a component-based architecture to organize scene entities and manage their lifecycles through a structured hierarchy of game objects, coordinated by a consistent game loop. The engine includes a graphics library for rendering animated sprites, particle effects, and external textures. It features a 2D physics integration layer that supports rigid body dynamics and collision detection between entities. The framework covers additional capabilities for game engineering, including user input capture for gestures and gamepads, audio

    Includes a system for detecting intersections between game objects to trigger physical reactions and gameplay events.

    Dart
    在 GitHub 上查看↗10,647
  • amueller/word_cloudamueller 的头像

    amueller/word_cloud

    10,518在 GitHub 上查看↗

    Word Cloud is a Python library designed to transform raw text data into graphical visualizations. It functions as a text analysis tool that processes natural language input to identify recurring keywords and summarize thematic content through visual representations. The library distinguishes itself by its ability to generate word clouds that conform to custom image silhouettes. By utilizing raster-based masking and greedy collision detection, it maps word frequency to font size while ensuring that text is placed within specific, user-defined shapes. The tool handles the entire pipeline of te

    Iteratively places words in a grid by checking for pixel overlaps against previously placed words to ensure a compact layout.

    Python
    在 GitHub 上查看↗10,518
  • fullstackio/flappyswiftfullstackio 的头像

    fullstackio/FlappySwift

    9,694在 GitHub 上查看↗

    FlappySwift is a side-scrolling arcade game implementation built for Apple platforms. Developed using the Swift programming language, this 2D game project features a physics-based environment where a player controls a character to avoid obstacles. The project utilizes the SpriteKit framework to handle rigid body dynamics, gravitational forces, and sprite-based rendering. Game flow is managed through a state machine that controls transitions between the start menu, active gameplay, and game over screens. The implementation covers 2D physics simulation, including bounding-box collision detecti

    Uses a physics engine to simulate gravity and movement for a challenging gameplay experience.

    Swift
    在 GitHub 上查看↗9,694
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探索子标签

  • Adapter-Based Physics AbstractionsSwaps physics engines at startup through a unified API that keeps gameplay code portable across different physics backends. **Distinct from Physics Engines:** Distinct from Physics Engines: focuses on the abstraction layer that allows swapping between multiple physics engines, not a single physics engine implementation.
  • Asset Compilation ToolingTools for compiling physics engine source code and assets into production-ready binaries. **Distinct from Physics Engines:** Distinct from the engine itself by focusing on the build-time compilation process.
  • Collision Detection21 个子标签Systems for defining and calculating intersections between physical shapes and objects. **Distinguishing note:** Focuses on fixture and shape definition for collision, distinct from general physics simulation.
  • Collision ResolutionCalculating and applying physical responses to resolve overlaps between colliding objects. **Distinct from Collision Detection:** Distinct from collision detection: focuses on the reaction/resolution phase after an overlap is detected.
  • DeterministicPhysics engines that guarantee identical results across different hardware through fixed-point math. **Distinct from Physics Engines:** Specifically focuses on determinism and consistency across hardware, not just general physical simulation
  • Mechanical Constraints2 个子标签Tools for linking and constraining the movement of physical bodies within a simulation. **Distinguishing note:** Focuses on joint connections and linkages rather than the physics engine itself.
  • Motion Physics ConfigurationsSettings for controlling physical attributes like mass, friction, and bounciness to influence element movement behavior.
  • Physics Engine AdaptersSwap the underlying physics engine at startup by passing a different adapter instance to keep gameplay code portable through a unified API. **Distinct from Physics Engines:** Distinct from Physics Engines: focuses on the adapter pattern for swapping engines, not the physics engine itself.
  • Physics World Debugging ToolsUtility tools for inspecting and testing the internal state of physical simulations. **Distinct from Physics Engines:** Focuses on developer tools for debugging the physics world, not the engine's simulation logic itself.
  • Physics-Entity Synchronization1 个子标签Mechanisms for associating game objects with physical bodies to synchronize transformations. **Distinct from Physics Engines:** Distinct from general physics engines: focuses on the synchronization of visual entities with physical bodies.
  • Simulation Tick Callbacks2 个子标签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.
  • Transform SynchronizersUtilities for linking physical body transformations to visual model instances. **Distinct from Physics Engines:** Distinct from general physics engines: focuses specifically on the synchronization of physics-to-graphics state rather than the simulation itself.
  • Visualization InterfacesGraphical tools for rendering and inspecting the real-time state of physical simulations. **Distinct from Physics Engines:** Distinct from the physics engine core: focuses on the graphical inspection and rendering of simulation states rather than the underlying dynamics calculation.