./graphics/box2d, 2D physics engine for games

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Branch: CURRENT, Version: 2.4.1, Package name: box2d-2.4.1, Maintainer: ryoon

Box2D is a 2D physics engine for games.

Features:
Collision
Continuous collision detection
Contact callbacks: begin, end, pre-solve, post-solve
Convex polygons and circles
Multiple shapes per body
One-shot contact manifolds
Dynamic tree broadphase
Efficient pair management
Fast broadphase AABB queries
Collision groups and categories

Physics
Continuous physics with time of impact solver
Persistent body-joint-contact graph
Island solution and sleep management
Contact, friction, and restitution
Stable stacking with a linear-time solver
Revolute, prismatic, distance, pulley, gear, mouse joint,
and other joint types
Joint limits, motors, and friction
Momentum decoupled position correction
Fairly accurate reaction forces/impulses

System
Small block and stack allocators
Centralized tuning parameters
Highly portable C++ with no use of STL containers


Master sites:

SHA1: bcf50ce79a21340388894cef522871b14926ad2d
RMD160: 052f805c1a9c7b788d97f8ca1417f8d2cd4f73ec
Filesize: 1195.816 KB

Version history: (Expand)


CVS history: (Expand)


   2021-02-06 07:41:33 by Ryo ONODERA | Files touched by this commit (5)
Log message:
graphics/box2d: import box2d-2.4.1

Box2D is a 2D physics engine for games.

Features:
Collision
    Continuous collision detection
    Contact callbacks: begin, end, pre-solve, post-solve
    Convex polygons and circles
    Multiple shapes per body
    One-shot contact manifolds
    Dynamic tree broadphase
    Efficient pair management
    Fast broadphase AABB queries
    Collision groups and categories

Physics
    Continuous physics with time of impact solver
    Persistent body-joint-contact graph
    Island solution and sleep management
    Contact, friction, and restitution
    Stable stacking with a linear-time solver
    Revolute, prismatic, distance, pulley, gear, mouse joint,
      and other joint types
    Joint limits, motors, and friction
    Momentum decoupled position correction
    Fairly accurate reaction forces/impulses

System
    Small block and stack allocators
    Centralized tuning parameters
    Highly portable C++ with no use of STL containers