6 个仓库
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 是一个专为 Unity 设计的代码驱动框架,旨在通过层级决策结构管理自主角色行为。它作为一个游戏 AI 逻辑引擎,通过遍历节点有向图来处理复杂的实体行为,这些节点在每次帧更新期间返回成功、失败或运行状态信号。 该库通过流畅的构建器模式脱颖而出,允许开发者完全通过可链式代码方法定义嵌套树结构、序列和并行执行流。这种方法强调模块化,能够创建可组合成更大、更复杂 AI 系统的可重用行为模块。 该框架包括一套全面的工具,用于管理任务生命周期并通过自定义操作、条件和装饰器扩展功能。为了支持开发,它在 Unity 编辑器内提供了实时可视化工具,允许在游戏过程中监控活跃的树层级并调试逻辑流。
Processes the tree structure during each frame update to evaluate conditions and trigger actions for autonomous game entities.