npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

nearby-js

v1.0.0

Published

Find nearby 3D objects in constant time O(1).

Downloads

1,560

Readme

Nearby

Nearby is an easy-to-use lightweight JS library for your 2D/3D games that helps you get the nearby objects in a constant time O(1) instead of simple brute force algorithms that run on O(n).

Ported from the WorldBinHandler class of ROYGBIV engine.

The Problem

In most of the games (2D/3D), collision checks are essential both for physics or AI (steering behaviors such as obstacle avoidance, collision avoidance). Many naive implementations depend on comparing a certain bounding box with the bounding box of every other object of the scene:

forEach object of the scene
    checkIfCollided(box, object.box)

This naive approach runs on O(n) and this is a problem especially for rather crowded scenes with many dynamic/static objects.

In order to overcome this problem, game engines use Octree data structure. However Octree is not so easy to implement for dynamic objects. A tree needs to be reconstructed in that case, which triggers GC activity and slows down the main thread in Javascript.

The Solution

While working on ROYGBIV engine particle collisions, I experimented with couple of solutions and ended up implementing a binning algorithm that splits the world into bins, insert the object into different bins based on their bounding boxes. This helps us finding nearby objects of a given point in constant time O(1). This library is a standalone version of the same algorithm.

Performance Comparison

Run the performance-test in your browser. In order to test the efficiency of Nearby, a defined amount of objects are created and put into random positions. Then the closest object to the point (0, 0, 0) is searched first with Nearby algorithm and then with the naive approach (brute forcing).

Here are the results: | Number of objects | Nearby | Naive approach | |--|--|--| | 1000000 | 1.33 ms | 51 ms | | 100000 | 0.2 ms | 11 ms | | 10000 | 0.18 ms | 2 ms |

As you can see Nearby offers a much faster solution.

Usage

Include the Nearby.js in your HTML

<head>
	<script src="[Path to Nearby.js]"></script>

Then with Javascript:

// INITIALIZE
var sceneWidth = 1000, sceneHeight = 1000, sceneDepth = 1000;
var binSize = 50;
// Creates a world centered in (0, 0, 0) of size (1000x1000x1000)
// The world is splitted into cubes of (50x50x50).
var nearby = new Nearby(sceneWidth, sceneHeight, sceneDepth, binSize);

// CREATE AN OBJECT REPRESENTATION
var objectPosX = 0, objectPosY = 100, objectPosZ = -100;
var objectWidth = 10, objectHeight = 50, objectDepth = 100;

// Creates a new bounding box of (10x50x100) size, located at
// the position (x: 0, y: 100, z: -100)
var box = nearby.createBox(
	objectPosX, objectPosY, objectPosZ,
	objectWidth, objectHeight, objectDepth
);

var objectID = "my_collidable_object";
var object = nearby.createObject(objectID, box);

// INSERT THE OBJECT INTO THE WORLD
nearby.insert(object);

To find Nearby objects:

var searchX = 0, searchY = 0, searchZ = 0;

// Find the nearby objects from (searchX, searchY, searchZ)
//
// Nearby returns the object within range (3 * binSize) / 2
// So for this example the max distance that makes an object "nearby"
// is (50 * 3) / 2 = 75

// returns a Map having keys: inserted objects
var result = nearby.query(searchX, searchY, searchZ);

for (var object of result.keys()){
	console.log(object.id + " is found nearby!");
}

To update an object:

var newPosX = -500, newPosY = 100, newPosZ = 100;
var newWidth = 1000, newHeight = 1000, newDepth = 1000;
nearby.update(
	object, newPosX, newPosY, newPosZ,
	newWidth, newHeight, newDepth
);

To delete an object:

nearby.delete(object);

In Action

This algorithm is used by ROYGBIV engine in many demos. For instance in this demo and this demo Nearby algorithm is used to check if a ParticleSystem is collided with walls or objects. In this demo the algorithm is used to perform Ray checks from the weapon (when the user shoots).

License

Nearby uses MIT license.