Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
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Sofa | 709 | 2 hours ago | 324 | C++ | ||||||
Real-time multi-physics simulation with an emphasis on medical simulation. | ||||||||||
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myPhysicsLab provides JavaScript classes to build real-time interactive animated physics simulations | ||||||||||
Jitterphysics | 233 | 1 | 3 years ago | 5 | December 15, 2015 | 27 | mit | C# | ||
A cross-platform, realtime physics engine for all .NET apps. | ||||||||||
Awesome Voxel | 145 | 9 months ago | ||||||||
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Playrho | 97 | 8 days ago | 35 | zlib | C++ | |||||
Real-time oriented physics engine and library that's currently best suited for 2D games. | ||||||||||
Unitedengine | 65 | 2 years ago | C++ | |||||||
Lightweight physic engine designed for massive and fast simulations | ||||||||||
Antikyth | 22 | 3 years ago | 1 | mit | C++ | |||||
Bullet Physics 3 server for node.js | ||||||||||
Freecad_bulletphysics | 16 | 6 years ago | 1 | gpl-3.0 | ||||||
Integration of the BulletPhysics library with FreeCAD for realtime physics simulation. |
Jitter Physics is a fast and lightweight 3D physics engine written in C#.
Jitter Physics Cloth | Speculative Contacts Jitter Physics |
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Platforms & Frameworks
Overall Design
The "Jitter-2D" branch is still in development an is not complete. At this time, it is probably better to make use of Farseer Physics.
Create a world class and initialize it with a CollisionSystem
:
CollisionSystem collision = new CollisionSystemSAP();
World world = new World(collision);
Create a shape of your choice and pass it to a body:
Shape shape = new BoxShape(1.0f, 2.0f, 3.0f);
RigidBody body = new RigidBody(shape);
It's valid to use the same shape for different bodies.
Set the position and orientation of the body by using it's properties.
The next step is to add the Body
to the world:
world.AddBody(body);
Now you can call the Step
method to integrate the world one timestep further.
This should be done in you main game loop:
while (gameRunning)
{
world.Step(1.0f / 100.0f, true);
// do other stuff, like drawing
}
The first parameter is the timestep. This value should be as small as possible
to get a stable simulation. The second parameter is for whether using internal
multithreading or not. That's it the body is now simulated and affected by
default gravity specified in World.Gravity
. After each timestep the Position
of the body should be different.
This library was originally written by Thorben Linneweber. Original source code can be found at https://code.google.com/archive/p/jitterphysics.