#rocket-league #bindings #cpp #team #arena #math #rocket-sim

rocketsim_rs

Rust bindings for the RocketSim project

73 releases (32 breaking)

0.33.3 Nov 1, 2024
0.33.0 Aug 20, 2024
0.32.0 Jul 5, 2024
0.26.0 Mar 23, 2024
0.11.0 Mar 29, 2023

#11 in Simulation

Download history 69/week @ 2024-08-04 13/week @ 2024-08-11 161/week @ 2024-08-18 7/week @ 2024-08-25 2/week @ 2024-09-08 272/week @ 2024-09-15 221/week @ 2024-09-22 100/week @ 2024-09-29 9/week @ 2024-10-06 10/week @ 2024-10-13 12/week @ 2024-10-20 108/week @ 2024-10-27 36/week @ 2024-11-03 7/week @ 2024-11-10 8/week @ 2024-11-17

160 downloads per month
Used in 2 crates

MIT license

1.5MB
33K SLoC

C++ 31K SLoC // 0.1% comments Rust 3K SLoC

image

Build and test

Rust bindings for the RocketSim project

Basic usage

use rocketsim_rs::{
    math::Vec3,
    sim::{Arena, CarConfig, CarControls, Team},
};
use std::time::Instant;

// Load in the Rocket League assets from the collision_meshes folder in the current directory
rocketsim_rs::init(None, true);

// Create a new arena with gamemode soccar and a tick rate of 120
let mut arena = Arena::default_standard();
println!("Arena tick rate: {}", arena.get_tick_rate());

let car_id = arena.pin_mut().add_car(Team::Blue, CarConfig::octane());

println!("Car id: {car_id}");

{
    // custom initial car state
    let mut car_state = arena.pin_mut().get_car(car_id);

    car_state.pos = Vec3::new(5., 0., 50.);
    car_state.vel = Vec3::new(500., 800., 0.);
    car_state.boost = 100.;

    println!("Created custom car state");

    // Make the car boost
    arena
        .pin_mut()
        .set_car_controls(
            car_id,
            CarControls {
                boost: true,
                ..Default::default()
            },
        )
        .unwrap();

    // If car_id can't be found in arena than this will return Err
    arena.pin_mut().set_car(car_id, car_state).unwrap();

    println!("Set car ({car_id}) state");
}

{
    let mut ball_state = arena.pin_mut().get_ball();

    ball_state.pos.z = 1050.;
    ball_state.vel = Vec3::new(0., 0., 250.);

    arena.pin_mut().set_ball(ball_state);

    println!("Set ball state");
}

let ticks = 1800;
let curr_time = Instant::now();

arena.pin_mut().step(ticks);

println!("Simulated {}s in {}ms", ticks as f32 / 120., curr_time.elapsed().as_millis());

{
    // get the car state again
    let car_state = arena.pin_mut().get_car(car_id);

    println!("Got new car state");

    // You can debug the whole of the state
    // but it takes up a lot of space in stdout
    // dbg!(&car_state);

    println!("New car location: {}", car_state.pos);
    println!("New car boost: {}", car_state.boost);
}

// Cast the ball state position to a glam Vec3A
#[cfg(feature = "glam")]
println!("New ball location: {}", arena.pin_mut().get_ball().pos.to_glam());

#[cfg(not(feature = "glam"))]
println!("New ball location: {}", arena.pin_mut().get_ball().pos);

Benchmarks

Numbers are from a system running Ubuntu 23.10 with a Ryzen 9 5900X and 3600MHz CL18 RAM.

Numbers will vary depending on your system. Only default features are enabled.

  • real_bench:

    Running on 24 threads
    Simulated 11.11 hours in 7.003 seconds
    FPS: 685459
    
  • cpu_bench:

    Running on 24 threads
    Simulated 55.56 hours in 0.907 seconds
    FPS: 26474106
    
  • thread_bench (1 thread):

    Simulated 2.31 hours in 12.307 seconds
    FPS: 81253.64
    

Dependencies

~0.6–3MB
~65K SLoC