<p align="center">
<a href="https://crates.io/crates/nphysics">
<img src="http://meritbadge.herokuapp.com/nphysics?style=flat-square" alt="crates.io">
</a>
<a href="https://travis-ci.org/sebcrozet/nphysics">
<img src="https://travis-ci.org/sebcrozet/nphysics.svg?branch=master" alt="Build status">
</a>
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<p align = "center">
<strong>
<a href="http://nphysics.org/doc/nphysics2d">2D Documentation</a> | <a href="http://nphysics.org/doc/nphysics3d">3D Documentation</a> | <a href="http://users.nphysics.org">Forum</a>
</strong>
</p>
nphysics
========
**nphysics** is a 2 and 3-dimensional physics engine for games and animations.
It uses [ncollide](http://ncollide.org) for collision detection, and
[nalgebra](http://nalgebra.org) for vector/matrix math. 2D and 3D
implementations both share the same code!
Examples are available in the `examples2d` and `examples3d` directories. There
is also a short (outdated) [demonstration video](http://youtu.be/CANjXZ5rocI).
An on-line version of this documentation is available
[here](http://nphysics.org). Feel free to ask for help and discuss features on
the official [user forum](http://users.nphysics.org).
## Why another physics engine?
There are a lot of physics engine out there.
However having a physics engine written in Rust is much more fun than
writing bindings and has several advantages:
- It shows that Rust is suitable for soft real-time applications.
- It shows how well Rust behaves with highly generic code.
- It shows that there is no need to write two separate engine for 2D and 3D:
genericity wrt the dimension is possible (modulo low level arithmetic
specializations for each dimension).
- In a not-that-near future, C++ will die of ugliness. Then, people will
search for a physics engine and **nphysics** will be there, proudly
exhibiting its _Rusty_ sexyness.
## Compilation
You will need the latest release of the [Rust compiler](http://www.rust-lang.org)
and the official package manager: [Cargo](https://github.com/rust-lang/cargo).
If you want to use the 2D version of `nphysics`, add the crate named
`nphysics2d` to your dependencies:
```ignore
[dependencies]
nphysics2d = "0.6"
```
For the 3D version, add the crate named `nphysics3d`:
```ignore
[dependencies]
nphysics3d = "0.6"
```
Use `make examples` to build the demos and execute `./your_favorite_example_here --help`
to see all the cool stuffs you can do.
## Features
- Static and dynamic rigid bodies.
- Common convex primitives: cone, box, ball, cylinder.
- Concave geometries build from convex primitives (aka. compound geometries).
- Stable stacking.
- Island based sleeping (objects deactivation).
- Ray casting.
- Swept sphere based continuous collision detection.
- Ball-in-socket joint.
- Fixed joint.
- Sensors.
## What is missing?
**nphysics** is a very young library and needs to learn a lot of things to
become a grown up. Many missing features are because of missing features on
**ncollide**. Features missing from **nphysics** itself include:
- Kinematic bodies.
- Efficient signaling system.
- More joints, joint limits, joint motors and breakable joints.
- Soft-bodies.
- Parallel pipeline.
- GPU-based pipeline.
## Dependencies
All dependencies are automatically cloned with a recursive clone.
The libraries needed to compile the physics engine are:
* [ncollide](http://ncollide.org): the collision detection library.
* [nalgebra](http://nalgebra.org): the linear algebra library.
The libraries needed to compile the examples are:
* [kiss3d](http://kiss3d.org): the 3d graphics engine.
* [rust-sfml](http://www.rust-sfml.org): the 2D graphics engine. See [windows installation instructions](https://github.com/jeremyletang/rust-sfml/wiki/How-to-use-rust-sfml-on-Windows).