#physics #ecs #joints #rigid #dynamics #physics-engine

shipyard_rapier3d

An integration with the physics engine rapier, for the shipard ECS

2 unstable releases

0.1.0 Mar 21, 2021
0.0.1 Feb 4, 2021

#2051 in Game dev

MIT license

28KB
554 lines

Shipyard Rapier

Physics plugin with rapier for the shipyard ECS.

Based of bevy_rapier plugin.

How to use

Setup the physics in the shipyard world:

let world = World::new();
world.run(setup_physics).unwrap();

Create an body and a collider component, add those to an existent entity, or create a new one:

let body = RigidBodyBuilder::new_dynamic().translation(x, y);
let collider = ColliderBuilder::cuboid(rad, rad).density(1.0);
all_storages.add_entity((body, collider));

In your gameplay loop, execute the physics systems to simulate the world:

// Create rapier colliders, bodies and joints based on the shipyard components.
world.run(create_body_and_collider_system).unwrap();
world.run(create_joints_system).unwrap();

// Step the world based on a frame rate.
let frame_time = 60.0 / 1000.0; // 60 fps simulation
world.run_with_data(step_world_system, frame_time).unwrap();

// Remove any physics components from deleted entities.
world.run(destroy_body_and_collider_system).unwrap();

Dependencies

~10–15MB
~287K SLoC