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A physics lib for the bevy game engine based on physme

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Bevy_physimple

Bevy_physimple is a collision detection(and solver) plugin for the bevy game engine.

Why?

Because I love physics and I love programming, so what is better? Physics programming! Besides, simulation physics can be restricting when you want to do some weird physics behavior for games, and eventually I want people to be able to use this crate as a simple collision solver.

What is currently working?

  • Square, Circle, Capsule and custom collision shapes
  • Sensors, Static and normal kinematic bodies
  • Continuous collision
  • Rays

What doesn't work/is currently buggy?

  • Scale doesn't affect the shapes
  • You can push objects through walls, if the wall is too thin the object might tunnel through it
  • Sometimes if a cube is fast enough and under the right conditions, it will tunnel through(can be noticed in the platformer example, tho shouldn't affect normal usage)
  • Probably some more stuff, please tell me when something isn't working properly(and isn't written here, or has an issue)

Quickstart

Clone the repo, and run

cargo run --example showcase --release

Or check out the GETTING_STARTED.md file.

Bevy — physimple versions

bevy physimple
0.5 0.1.0 — 0.2.0
------ -----------------
0.6 0.3.0 — current

0.4.0

  • Even more docs(Honestly, if something is missing just open an issue in github/@ me in the bevy discord/dm me)
  • Optimize Broad Phase with cool and flashy algorithms(I dont think those said algorithms will actually help that much)
  • Better manual ray casting support
  • A new simple platformer game example
  • A new simple top down game example

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A physics lib for the bevy game engine based on physme

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  • Rust 100.0%