Bevy_physimple
Bevy_physimple is a collision detection(and solver) plugin for the bevy game engine.
WARNING
Beware of breaking changes with each update for now, as I am trying to make stuff work better by adding/removing stuff
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 and Static bodies
- Continuous collision
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 — current |
0.2.0 To-do list
- Rewrite shape overlap
- Implement the different shapes
- Capsule — Rays
- Circle — Rays
- Generic shape(dynamic object)
- Update the examples, and better showcase stuff
- n-body example(somewhat n-body)
- General showcase(needs review)
- Convex shapes
- Rotate offsets(and go through everything making sure rotations are included)
- Actual docs(this might never be enough)