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collision-detection
Here are 368 public repositories matching this topic...
Open source C++ physics engine library in 3D
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Aug 11, 2021 - C++
Gilbert-Johnson-Keerthi (GJK) collision detection algorithm in 200 lines of clean plain C
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Apr 2, 2021 - C
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Jun 23, 2021
The Robotics Library (RL) is a self-contained C++ library for rigid body kinematics and dynamics, motion planning, and control.
visualization
c-plus-plus
robotics
kinematics
dynamics
collision-detection
motion-planning
path-planning
hardware-abstraction
rigid-body-dynamics
multibody
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Aug 5, 2021 - C++
A collision detection library for 2D geometry in p5.js
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Jun 5, 2021 - JavaScript
Java Collision Detection and Physics Engine
simulation
physics-engine
collision-detection
dyn4j
convex-hull-algorithms
continuous-collision-detection
convex-decomposition
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May 14, 2021 - Java
Robotics with GPU computing
python
robotics
gpu
voxel
cuda
pathfinding
point-cloud
collision-detection
ros
registration
gpgpu
distance-transform
odometry
jetson
pybind11
visual-odometry
occupancy-grid-map
triangle-mesh
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Aug 15, 2021 - C++
This is a collection of useful game-development links including, but not restricted to, development with MonoGame.
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Apr 28, 2021
A book and examples on collision detection
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Apr 28, 2021 - JavaScript
Dynamic AABB trees in C++ with support for periodic systems.
aabb
collision-detection
spatial-decomposition
axis-aligned-bounding-box
spatial-partitioning
aabb-trees
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Jan 2, 2021 - C++
manoharprabhu
commented
May 19, 2018
It would be nice to have a crosshair instead of a cursor while aiming for the shot.
A static C++ library for the generation of discrete functions on a box-shaped domain. This is especially suited for the generation of signed distance fields.
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Jun 4, 2020 - C++
sebcrozet
commented
Mar 2, 2021
We should add an automatic computation of triangle-mesh mass properties.
This would implicitly assume that the TriMesh
is manifold and have consistent winding.
That paper suggests that this should be fairly easy to implement, based on the existing code that computes ConvexPolyhedron
mass properties.
纯C的跨平台基础库与网络库,提供list/hashtable/rbtree数据结构,封装各OS API,对使用者屏蔽诸如IO多路复用下的并发可靠UDP/TCP的传输与监听,断线重连,基于协程/回调的RPC调度核心机制等实现细节.内部还包括一个3D碰撞检测.
c
linux
mac
socket
socket-io
collision
collision-detection
epoll
win32
cpp-library
c-library
kevent
iocp
reliable-udp
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Aug 14, 2021 - C
Benchmark of various spatial data structures for collision detection.
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Mar 6, 2018 - C++
Leaflet plugin for uncluttering L.Markers using basic collision detection.
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Apr 30, 2018 - JavaScript
Super Simple Collision Detection for JavaScript games!
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Dec 29, 2015 - JavaScript
Real-time oriented physics engine and library that's currently best suited for 2D games.
physics-engine
game-2d
physics-simulation-library
collision-detection
collision-handling
box2d
physics-2d
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Jul 22, 2021 - C++
A lockstep ARPG demo for LockstepEngine
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Sep 8, 2019 - C#
An explanation of 2D collision tests in JavaScript
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Jun 16, 2021 - HTML
A simple Go library for performing 2D collision detection based on sat-js
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Jun 14, 2020 - Go
Predict Vehicle collision moments before it happens in Carla!. CNN and LSTM hybrid architecture is used to understand a series of images.
python
tensorflow
cnn
collision-detection
lstm
action-recognition
tensorflow-examples
carla
cnn-lstm
lstms
scene-understanding
carla-simulator
time-distributed
image-series-prediction
autopilot-script
vehicle-collision-prediction
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May 23, 2020 - Python
Field of View and Line of Sight in 2D
linear-algebra
collision-detection
artificial-intelligence
vision
field-of-view
sight
game-ai
2d-game
2d-lighting
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Apr 27, 2019 - HTML
Integrate Bullet Physics and V-HACD into jMonkeyEngine projects. (code has New BSD license)
java
animation
collision-detection
inverse-kinematics
soft-bodies
physics-simulation
rigid-bodies
bullet-physics
ragdoll
jmonkeyengine3
jme3
physics-3d
rigid-body-dynamics
minie
collision-shape
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Aug 15, 2021 - Java
2D game engine based on SDL2
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Nov 14, 2018 - C++
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I've been treating tuShorten/tuWiden as a string-ish conversion between UTF16 and UTF 8, so I recommend this.
Here's the code; add it to the end of every tuShorten/tuWiden function.
if (out < (original_out + out_len)) out = 0;