5 releases (breaking)
0.5.0 | Jul 30, 2022 |
---|---|
0.4.0 | Apr 20, 2022 |
0.3.0 | Jan 8, 2022 |
0.2.0 | Oct 4, 2021 |
0.1.0 | Apr 30, 2021 |
#1543 in Game dev
43 downloads per month
565KB
1.5K
SLoC
Bevy_physimple
Bevy_physimple is a collision detection(and solver) plugin for the bevy game engine.
Current state
I keep updating it wwith every bevy update, and will probably continue to do so for as long as I can spare the time for it(which is for quite some time currently), but I shifted focus to making/trying to make games in my free time, so the big stuff I need/want to do will have to wait for now.
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
- Rays
What doesn't work/is currently buggy?
- Continuous collision is now disabled and awaiting a rewrite
- Scale doesn't affect the shapes
- You can push objects through walls, if the wall is too thin the object might tunnel through it
- 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 |
0.7 | 0.4.0 |
0.8 | 0.5.0 - current |
Features todo list
- Better manual ray casting support
- Support multiple shapes on the same object(now possible with
CollisionShape::Multiple
) - Better/Rewrite continuous collision
- Make continuous collision (fully) optional
- Start adding 3D support
- Add bugs to fix
- A new simple platformer game example
- A new simple top down game example
Dependencies
~16–33MB
~502K SLoC