haxball-core 1.0.0__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- haxball_core-1.0.0/.gitignore +5 -0
- haxball_core-1.0.0/Cargo.lock +391 -0
- haxball_core-1.0.0/Cargo.toml +29 -0
- haxball_core-1.0.0/LICENSE +21 -0
- haxball_core-1.0.0/PKG-INFO +112 -0
- haxball_core-1.0.0/README.md +90 -0
- haxball_core-1.0.0/bench.py +64 -0
- haxball_core-1.0.0/haxball_core.pyi +78 -0
- haxball_core-1.0.0/pyproject.toml +31 -0
- haxball_core-1.0.0/src/lib.rs +613 -0
- haxball_core-1.0.0/src/physics.rs +856 -0
- haxball_core-1.0.0/src/stadium.rs +378 -0
- haxball_core-1.0.0/src/stadiums/classic.hbs +1 -0
- haxball_core-1.0.0/tests/test_fidelity.py +167 -0
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[package]
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name = "haxball_core"
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version = "1.0.0"
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edition = "2021"
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description = "Headless, vectorized Haxball physics core (RocketSim-equivalent for Haxball)."
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license = "MIT"
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repository = "https://github.com/HaxballGym/HaxballGym"
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readme = "README.md"
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keywords = ["haxball", "reinforcement-learning", "physics", "simulation", "rl"]
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categories = ["science", "simulation", "game-development"]
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[lib]
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name = "haxball_core"
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# cdylib -> Python extension module via PyO3 / maturin
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# rlib -> so we can add `cargo bench` / pure-Rust tests later
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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pyo3 = { version = "0.22", features = ["extension-module"] }
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numpy = "0.22"
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rayon = "1.10"
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serde = { version = "1", features = ["derive"] }
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libm = "0.2.16"
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[profile.release]
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opt-level = 3
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codegen-units = 1
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MIT License
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Copyright (c) 2026 Wazarr
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@@ -0,0 +1,112 @@
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Metadata-Version: 2.4
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Name: haxball_core
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Version: 1.0.0
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Classifier: Development Status :: 5 - Production/Stable
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Classifier: Intended Audience :: Science/Research
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Classifier: Programming Language :: Python :: 3.12
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Classifier: Programming Language :: Rust
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Classifier: Topic :: Scientific/Engineering :: Artificial Intelligence
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Classifier: Topic :: Games/Entertainment :: Simulation
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Requires-Dist: numpy>=1.23
|
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License-File: LICENSE
|
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Summary: Headless, vectorized Haxball physics core (RocketSim-equivalent for Haxball).
|
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+
Keywords: haxball,reinforcement-learning,physics,simulation,rl
|
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Author-email: Wazarr <jeje_04@live.com>
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License-Expression: MIT
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Requires-Python: >=3.12
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Description-Content-Type: text/markdown; charset=UTF-8; variant=GFM
|
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Project-URL: Homepage, https://github.com/HaxballGym/HaxballGym
|
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Project-URL: Issues, https://github.com/HaxballGym/HaxballGym/issues
|
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|
+
Project-URL: Repository, https://github.com/HaxballGym/HaxballGym
|
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+
|
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|
+
# haxball_core — headless, vectorized Haxball physics
|
|
23
|
+
|
|
24
|
+
This is the **RocketSim-equivalent for Haxball**: a standalone physics core with
|
|
25
|
+
**no game engine and no rendering**, designed to run thousands of matches in
|
|
26
|
+
parallel for reinforcement learning.
|
|
27
|
+
|
|
28
|
+
It replaces the Ursina/Panda3D-based simulation in `Ursinaxball`, which made every
|
|
29
|
+
disc a 3D-engine `Entity` and capped throughput at low-thousands of steps/sec for
|
|
30
|
+
a *single* game. The physics math is identical — this is a faithful port of
|
|
31
|
+
Ursinaxball's pure-numpy `fn_base.py`, verified bit-for-bit (see Fidelity below).
|
|
32
|
+
|
|
33
|
+
## Why this design
|
|
34
|
+
|
|
35
|
+
RLGym is "a million times faster" than a naive Python clone for one reason: the
|
|
36
|
+
physics lives in a headless native core (**RocketSim**, C++) behind a single
|
|
37
|
+
`TransitionEngine` interface, and is stepped in **batches** so the Python↔native
|
|
38
|
+
boundary is crossed once per *batch of envs*, not once per *game step*.
|
|
39
|
+
|
|
40
|
+
`haxball_core` copies that win:
|
|
41
|
+
|
|
42
|
+
- **Rust core, f64 math** — same numbers as the original numpy, native speed.
|
|
43
|
+
- **Batched `VecEnv`** — N matches stepped in parallel with `rayon`, GIL released.
|
|
44
|
+
One `step(actions)` call advances all N envs.
|
|
45
|
+
- **One source of truth** — the same crate compiles to a Python extension (for
|
|
46
|
+
training) and, next, to **WASM** (so a human can play the bot in-browser —
|
|
47
|
+
Haxball is a browser game, so the renderer and the human-play client live there).
|
|
48
|
+
|
|
49
|
+
## Measured (Apple Silicon, single process)
|
|
50
|
+
|
|
51
|
+
| Mode | 1v1 | 3v3 |
|
|
52
|
+
|---|---|---|
|
|
53
|
+
| Raw sim (no Python in loop) | ~50M env-steps/s | ~18M env-steps/s |
|
|
54
|
+
| Full `env.step` (obs + reward + done numpy I/O) | ~12.5M env-steps/s | ~6.5M env-steps/s |
|
|
55
|
+
|
|
56
|
+
Ursinaxball reference: a single game at low-thousands of steps/sec → this is a
|
|
57
|
+
**~1,000–10,000× speedup**, and it scales to 2v2 / 3v3 (the regime that was out of
|
|
58
|
+
reach before).
|
|
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|
+
|
|
60
|
+
## Fidelity
|
|
61
|
+
|
|
62
|
+
`tests/test_fidelity.py` imports Ursinaxball's `fn_base.py` directly (it has no
|
|
63
|
+
ursina import) and feeds 25,000 random inputs through both implementations:
|
|
64
|
+
|
|
65
|
+
```
|
|
66
|
+
disc_disc OK
|
|
67
|
+
disc_vertex OK
|
|
68
|
+
disc_plane OK
|
|
69
|
+
segment_no_curve OK
|
|
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|
+
segment_curve OK
|
|
71
|
+
ALL FIDELITY TESTS PASSED — Rust port matches fn_base.py to 1e-9
|
|
72
|
+
```
|
|
73
|
+
|
|
74
|
+
## Build & run
|
|
75
|
+
|
|
76
|
+
This crate is the `haxball_core` member of the repo's uv workspace. From the repo
|
|
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|
+
root:
|
|
78
|
+
|
|
79
|
+
```bash
|
|
80
|
+
uv sync # builds this crate (maturin) + deps
|
|
81
|
+
uv run rust/haxball_core/tests/test_fidelity.py # fidelity (1e-9)
|
|
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|
+
uv run rust/haxball_core/bench.py # throughput
|
|
83
|
+
```
|
|
84
|
+
|
|
85
|
+
Iterating on the Rust? `uv run maturin develop --release` rebuilds in place faster
|
|
86
|
+
than a full `uv sync`.
|
|
87
|
+
|
|
88
|
+
## Status / what's ported
|
|
89
|
+
|
|
90
|
+
- [x] All 5 collision resolvers (disc-disc, disc-vertex, disc-plane, segment
|
|
91
|
+
straight + curved, segment bias) — **verified vs fn_base.py**
|
|
92
|
+
- [x] Integration (`update_discs`), player movement + kick (`resolve_movement`),
|
|
93
|
+
goal detection (`check_goal`), spawn/reset.
|
|
94
|
+
- [x] Classic stadium (planes + straight ball-area segments + goalposts + goals).
|
|
95
|
+
- [x] Batched `VecEnv` with rayon, obs/reward/done numpy I/O.
|
|
96
|
+
- [ ] Curved goal-net arcs + kickoff-barrier semicircle (math is ported and
|
|
97
|
+
tested; not yet wired into the classic `World` — minor, affects only
|
|
98
|
+
in-net ball behavior).
|
|
99
|
+
- [ ] `.hbs` stadium loader (currently the classic stadium is built in code).
|
|
100
|
+
- [ ] WASM target for in-browser play.
|
|
101
|
+
|
|
102
|
+
## Next (the RLGym playbook, in order)
|
|
103
|
+
|
|
104
|
+
1. Wrap `VecEnv` in an RLGym-v2-style API: `TransitionEngine` (this core) +
|
|
105
|
+
`StateMutator` / `ObsBuilder` / `ActionParser` / `RewardFunction` /
|
|
106
|
+
`DoneCondition` — composable, the env design HaxballGym already half-has.
|
|
107
|
+
2. PettingZoo-parallel multi-agent + a single shared, permutation-invariant
|
|
108
|
+
policy → 1v1/2v2/3v3 from one network.
|
|
109
|
+
3. Train with PufferLib (highest SPS) or CleanRL PPO, self-play vs a past-policy
|
|
110
|
+
pool.
|
|
111
|
+
4. Compile to WASM; export the policy to ONNX; play it in the browser.
|
|
112
|
+
|
|
@@ -0,0 +1,90 @@
|
|
|
1
|
+
# haxball_core — headless, vectorized Haxball physics
|
|
2
|
+
|
|
3
|
+
This is the **RocketSim-equivalent for Haxball**: a standalone physics core with
|
|
4
|
+
**no game engine and no rendering**, designed to run thousands of matches in
|
|
5
|
+
parallel for reinforcement learning.
|
|
6
|
+
|
|
7
|
+
It replaces the Ursina/Panda3D-based simulation in `Ursinaxball`, which made every
|
|
8
|
+
disc a 3D-engine `Entity` and capped throughput at low-thousands of steps/sec for
|
|
9
|
+
a *single* game. The physics math is identical — this is a faithful port of
|
|
10
|
+
Ursinaxball's pure-numpy `fn_base.py`, verified bit-for-bit (see Fidelity below).
|
|
11
|
+
|
|
12
|
+
## Why this design
|
|
13
|
+
|
|
14
|
+
RLGym is "a million times faster" than a naive Python clone for one reason: the
|
|
15
|
+
physics lives in a headless native core (**RocketSim**, C++) behind a single
|
|
16
|
+
`TransitionEngine` interface, and is stepped in **batches** so the Python↔native
|
|
17
|
+
boundary is crossed once per *batch of envs*, not once per *game step*.
|
|
18
|
+
|
|
19
|
+
`haxball_core` copies that win:
|
|
20
|
+
|
|
21
|
+
- **Rust core, f64 math** — same numbers as the original numpy, native speed.
|
|
22
|
+
- **Batched `VecEnv`** — N matches stepped in parallel with `rayon`, GIL released.
|
|
23
|
+
One `step(actions)` call advances all N envs.
|
|
24
|
+
- **One source of truth** — the same crate compiles to a Python extension (for
|
|
25
|
+
training) and, next, to **WASM** (so a human can play the bot in-browser —
|
|
26
|
+
Haxball is a browser game, so the renderer and the human-play client live there).
|
|
27
|
+
|
|
28
|
+
## Measured (Apple Silicon, single process)
|
|
29
|
+
|
|
30
|
+
| Mode | 1v1 | 3v3 |
|
|
31
|
+
|---|---|---|
|
|
32
|
+
| Raw sim (no Python in loop) | ~50M env-steps/s | ~18M env-steps/s |
|
|
33
|
+
| Full `env.step` (obs + reward + done numpy I/O) | ~12.5M env-steps/s | ~6.5M env-steps/s |
|
|
34
|
+
|
|
35
|
+
Ursinaxball reference: a single game at low-thousands of steps/sec → this is a
|
|
36
|
+
**~1,000–10,000× speedup**, and it scales to 2v2 / 3v3 (the regime that was out of
|
|
37
|
+
reach before).
|
|
38
|
+
|
|
39
|
+
## Fidelity
|
|
40
|
+
|
|
41
|
+
`tests/test_fidelity.py` imports Ursinaxball's `fn_base.py` directly (it has no
|
|
42
|
+
ursina import) and feeds 25,000 random inputs through both implementations:
|
|
43
|
+
|
|
44
|
+
```
|
|
45
|
+
disc_disc OK
|
|
46
|
+
disc_vertex OK
|
|
47
|
+
disc_plane OK
|
|
48
|
+
segment_no_curve OK
|
|
49
|
+
segment_curve OK
|
|
50
|
+
ALL FIDELITY TESTS PASSED — Rust port matches fn_base.py to 1e-9
|
|
51
|
+
```
|
|
52
|
+
|
|
53
|
+
## Build & run
|
|
54
|
+
|
|
55
|
+
This crate is the `haxball_core` member of the repo's uv workspace. From the repo
|
|
56
|
+
root:
|
|
57
|
+
|
|
58
|
+
```bash
|
|
59
|
+
uv sync # builds this crate (maturin) + deps
|
|
60
|
+
uv run rust/haxball_core/tests/test_fidelity.py # fidelity (1e-9)
|
|
61
|
+
uv run rust/haxball_core/bench.py # throughput
|
|
62
|
+
```
|
|
63
|
+
|
|
64
|
+
Iterating on the Rust? `uv run maturin develop --release` rebuilds in place faster
|
|
65
|
+
than a full `uv sync`.
|
|
66
|
+
|
|
67
|
+
## Status / what's ported
|
|
68
|
+
|
|
69
|
+
- [x] All 5 collision resolvers (disc-disc, disc-vertex, disc-plane, segment
|
|
70
|
+
straight + curved, segment bias) — **verified vs fn_base.py**
|
|
71
|
+
- [x] Integration (`update_discs`), player movement + kick (`resolve_movement`),
|
|
72
|
+
goal detection (`check_goal`), spawn/reset.
|
|
73
|
+
- [x] Classic stadium (planes + straight ball-area segments + goalposts + goals).
|
|
74
|
+
- [x] Batched `VecEnv` with rayon, obs/reward/done numpy I/O.
|
|
75
|
+
- [ ] Curved goal-net arcs + kickoff-barrier semicircle (math is ported and
|
|
76
|
+
tested; not yet wired into the classic `World` — minor, affects only
|
|
77
|
+
in-net ball behavior).
|
|
78
|
+
- [ ] `.hbs` stadium loader (currently the classic stadium is built in code).
|
|
79
|
+
- [ ] WASM target for in-browser play.
|
|
80
|
+
|
|
81
|
+
## Next (the RLGym playbook, in order)
|
|
82
|
+
|
|
83
|
+
1. Wrap `VecEnv` in an RLGym-v2-style API: `TransitionEngine` (this core) +
|
|
84
|
+
`StateMutator` / `ObsBuilder` / `ActionParser` / `RewardFunction` /
|
|
85
|
+
`DoneCondition` — composable, the env design HaxballGym already half-has.
|
|
86
|
+
2. PettingZoo-parallel multi-agent + a single shared, permutation-invariant
|
|
87
|
+
policy → 1v1/2v2/3v3 from one network.
|
|
88
|
+
3. Train with PufferLib (highest SPS) or CleanRL PPO, self-play vs a past-policy
|
|
89
|
+
pool.
|
|
90
|
+
4. Compile to WASM; export the policy to ONNX; play it in the browser.
|