|Project Name||Stars||Downloads||Repos Using This||Packages Using This||Most Recent Commit||Total Releases||Latest Release||Open Issues||License||Language|
|Physics plugin for Three.js|
|Tquery||660||8 years ago||58||mit||AGS Script|
|extension system for three.js|
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|Minimal Three.js Bootstrapper|
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Physijs brings a very easy to use interface to the three.js framework. One of the reasons three.js is so popular is because it is so incredibly easy for graphics newbies to get into 3D programming. Physijs takes that philosophy to heart and makes physics simulations just as easy to run. In fact, there are just five easy steps that must be taken to make a 3D scene come alive.
Physijs is built on top of ammo.js (although there is also a cannon.js branch) and runs the physics simulation in a separate thread (via web worker) to avoid impacting in your application's performance and taking up your 3D rendering time.
A lot of effort has been made to keep the style of code the same when using Physijs. Apart from updating an object's position, all of the normal three.js conventions remain the same. If you are used to three.js, you already know how to use the Physijs plugin.
You, hopefully. If you are familiar with three.js and want to add physics to your scene, this is the plugin for you. No mucking about with shape definitions, keeping objects in their correct positions, or identifying collisions - simply use a few Physijs objects in place of three.js's and you'll automatically have a dynamic environment.
If you need (or want) a feature not already included then add it to the issue tracker or implement it yourself and send over a pull request.