Dev tools · alternatives · 2026
24 alternatives to A real-time ballistic solver for moving targets under drag (C++)
Hi HN, I’m sharing a small open-source project I’ve been working on: a native C++ ballistic solver that computes launch angles to intercept moving targets in real time, under gravity and air drag. Instead of relying on vacuum assumptions, closed-form equations, or lookup tables, the solver formulates the intercept as a nonlinear problem and solves it numerically using time integration and iterative methods. The motivation came from game and simulation scenarios where simpler approaches tend to break down: - moving targets - strongly curved trajectories due to drag - real-time constraints The…
Below are 24 products that do a similar job, ranked by how close each is in meaning and then by launch-day votes. Prices are shown for the 1 we have checked on their own sites, 1 of them free or with a free tier.
- 1

The video demo runs a 7b Model on a normal gaming GPU. I think it already works quite well (accounting for the limited hardware power). :)
2024 · github.com · its alternatives →
- 2

I got pretty good at (and very addicted to) the lunar lander game from a few days ago... so I decided to make an autopilot for the lander based on what I felt like was the best strategy! Now I can have perfect landings every time without lifting a finger :D Writing the autopilot code was a lot more fun than I expected! It felt a bit like programming a robot. Source code: https://github.com/szhu/lunar-lander-autopilot Original lander HN post: https://news.ycombinator.com/item?id=35032506
2023 · szhu.github.io · its alternatives →
- 3RT
2023 · antimatter15.com · its alternatives →
- 4

Heya. I created a flexible collision engine for broad detection in C that's also pretty fast. Personally that's my best, so I wanted to show it here. Although... still not as fast as DragonEnergy's one that supposedly handled millions of agents bouncing off each other every frame on an old i3, haha. I hope I get better at this! He set the bar pretty high for me. I was considering including some small function that tries finding the nearest entity, although I think it might be better to simply use query for that matter. Perhaps in the future I will get a good idea of how to do that more…
2023 · github.com · its alternatives →
- 5

Trying to do gradient descent using automatic differentiation over branchy programs? Or to combine them with neural networks for end-to-end training? Then this might be interesting to you. We develped DiscoGrad, a tool for automatic differentiation through C++ programs involving input-dependent control flow (e.g., "if (f(x) < c) { ... }", differentiating wrt. x) and randomness. Our initial motivation was to enable the use of gradient descent with simulations, which often rely heavily on such discrete branching. The latter makes plain autodiff mostly useless, since it can only account for the…
2024 · github.com · its alternatives →
- 6

- 7IM
I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…
2022 · battle-of-flags.com · its alternatives →
- 8

I (17y/o) have been developing a rocket launch simulation that allows the user to explore what it's like launching a rocket from earth and putting it into orbit. This idea originally started as an educational simulation but as i've gone more down the rabbit hole the more i've wanted to make it realistic. The problem is that I've never had a formal orbital mechanics class or anything like that so I don't know what I'm missing, what I currently have implemented is: Variable gravity Variable Atmospheric drag (US Standard Atmosphere 1976) Multi-stage rockets Closed-loop guidance /…
Jan 2026 · donutthejedi.com · its alternatives →
- 9

Trickle is the first AI agentic canvas for vibe coding, with built-in image and video generation, AI models, database, and design to help you build and launch production-ready apps and websites.
2025 · dodge.trickle.host · its alternatives →
- 10
Odyssey 3▲159A world model that simulates physics in real time
15d ago · odyssey.systems · its alternatives →
- 11

Hey HN! We are the co-founders of Elodin (https://elodin.systems/), a code-first physics simulation framework. We just open-sourced our core libraries on Github: https://github.com/elodin-sys/elodin Have you ever wondered what happens when a satellite is first placed into orbit? It turns out that often, they tumble out of control, end over end, in a miraculous fight against stability. Check out our demo here of a control system attempting to rectify this: https://app.elodin.systems/sandbox/hn/cube-sat The spacecraft does not…
2024 · github.com · its alternatives →
- 12

A prototype implementation of cloth simulation. It uses the soft body dynamics support in ammo.js.
2020 · playcanv.as · its alternatives →
- 13

Hi HN! Korean high school senior here, about to start CS in college. I built a browser engine from scratch in C++ to understand how browsers work. First time using C++, 8 weeks of development, lots of debugging—but it works! Features: - HTML parsing with error correction - CSS cascade and inheritance - Block/inline layout engine - Async image loading + caching - Link navigation + history Hardest parts: - String parsing(html, css) - Rendering - Image Caching & Layout Reflowing What I learned (beyond code): - Systematic debugging is crucial - Ship with known bugs rather than chase…
Jan 2026 · github.com · its alternatives →
- 14MP
I have been working on this game somewhat sparsely for the past three years or so. However, it is still in a very early stage, and there is a lot of work to do. One of my friends encouraged me to post about it here, since he felt people might find interesting how I don’t use any libraries for it. The game can be played on a browser by virtue of WebAssembly. There are native ports using either MiniFB or SDL2, but you have to build those yourself. I decided to write the game in C because I feel like it is a simple language that a lot of people can understand well enough, and I didn’t think I…
2023 · zamfofex.neocities.org · its alternatives →
- 15

- 16AR
My background project for the last two years has been re-implementing my 2004 C++ shoot'em up game in TypeScript + WebGL, and it's finally done (just in time for the 20th anniversary!) Play the game online: https://nicollet.net/blog/darklaga/darklaga.html Technical article about the remake: https://nicollet.net/blog/darklaga/remake.html I have tested Firefox, Chrome and Edge on desktop and mobile (no access to a device capable of running Safari). It's amazing how much difference 20 years makes: the hardware is so much more powerful, the web…
2024 · nicollet.net · its alternatives →
- 17
Project V▲64A browser based scrolling shooter.
2015 · projectv.bigvikinggames.com · its alternatives →
- 18IB
Mar 2026 · structuredlabs.github.io · its alternatives →
- 19

GitHub: https://github.com/TeamHypersomnia/Hypersomnia - The netcode relies on full simulation determinism - this includes Box2D physics. I'm using standard floating-point calculations and rely on IEEE754 compliance. I also use STREFLOP for portable math function implementations. This is commonly done for RTS games with a lot of synchronized units, however this technique is rarely if ever seen in games with complex physics, esp. shooters. - The atlas packer I wrote for the game was reused in Assassin's Creed, Skydio and received 2 scientific references:…
2024 · hypersomnia.io · its alternatives →
- 20

rotate,accelerate and shoot
2016 · play.google.com · its alternatives →
- 21WT
Hey all! Long time lurker, first time poster. I found this rocket landing trajectory optimization paper cool, but it took me a while to wrap my head around it and implement it. I wrote up an expanded version of the paper including details that would have helped me understand it the first time through, with the idea being that it might make the content more approachable for others with similar interests. The source code is also linked in the document. I'm open to feedback, I'm always trying to get better across the board.
2025 · scpowers.github.io · its alternatives →
- 22

Particle accelleration with OpenGL 4.3, using the compute shader to calculate particle movement on graphics hardware. - MauriceGit/Partikel_accelleration_on_GPU
2016 · github.com · its alternatives →
- 23

Haskell re-implementation of STOKE, the stochastic superoptimizer - blaze/notebooks/tutorial.ipynb at master · bollu/blaze
2019 · github.com · its alternatives →
- 24IA
2017 · grondilu.github.io · its alternatives →
Also compare
- I've built a locally running Perplexity clone alternatives
- I built an autopilot for the lunar lander game alternatives
- Real-Time 3D Gaussian Splatting in WebGL alternatives
- Detecting collision between 500k circles below 5ms alternatives
- Boldly go where Gradient Descent has never gone before with DiscoGrad alternatives
- Drift alternatives
Ranked by how close each launch is in meaning, then by votes. Prices were read from each product’s own site when checked and can change. Refine with your own description →