nphysics is a 2 and 3-dimensional physics engine for games and animations. It uses ncollide for collision detection, and nalgebra for vector/matrix math. 2D and 3D implementations both share the same code!
Examples are available in the
examples3d directories. There
is also a short (outdated) demonstration video.
An on-line version of this documentation is available
here. Feel free to ask for help and discuss features on
the official user forum.
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.
If you want to use the 2D version of
nphysics, add the crate named
nphysics2d to your dependencies:
[dependencies] nphysics2d = "0.8"
For the 3D version, add the crate named
[dependencies] nphysics3d = "0.8"
make examples to build the demos and execute
to see all the cool stuffs you can do.
- 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.
- FixedJoint joint.
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:
- efficient signaling system
- more joints, joint limits, joint motors and breakable joints.
- soft-bodies (see https://github.com/natal/roft for a draft)
- parallel pipeline
- GPU-based pipeline
All dependencies are automatically cloned with a recursive clone. The libraries needed to compile the physics engine are:
The libraries needed to compile the examples are:
Dynamics-specific algebraic entities: velocity, forces, and inertias.
Counters for benchmarking various parts of the physics engine.
Collision detection information.
Persistent force generation.
Joints using the reduced-coordinates formalism or using constraints.
Compilation flags dependent aliases for mathematical types.
Objects that may be added to the physical world.
Volume and inertia tensor computation.
The physics world.