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Box2D .NET Standard

Box2D .NET Standard is the port of Box2D from C++ to C# by Ben Ukhanov & Hugh Phoenix-Hulme 2020.

Loosely based on Box2DX by Ihar Kalasouski 2008.

  • The purpose of this repository is to create Box2D .NET Standard library.
  • The .NET Standard supports .NET Framework, .NET Core, and .NET 5+ later.
  • The NuGet package is available on Box2D.NetStandard.

Current Status

  • The latest non-pre-release version on NuGet (1.0.3) is essentially Box2DX from 2008 updated to work with .NET Standard and cleaned up.
  • The current pre-release version may be unstable. For example, an earlier version was known to produce Null Reference Exceptions. The API is unstable - the intent is to change all casing to lowerCamelCase to match Erin's code, and replace all Get...() and Set...(value) methods with Properties. Some features beyond Box2D 2.4.0 are implemented, but not all. If you take the pre-release version, PLEASE feel free to raise Issues and create Pull Requests, but at the same time DON'T expect perfection or stability.

Known issues

In 1.0.3:

  • None.

In 2.4.x:

  • Code Optimisation must be enabled for things to work properly, and you must not have a debugger attached.

Source

Contributing

Anyone who wants to contribute to this repository:

  • The changes will be in the new branch (feature/new or feature/bug-fix).
  • The new pull request will be started.
  • The new version will be published.

Features

Collision

  • Continuous collision detection.
  • Contact callbacks: add, persist, remove.
  • Convex polygons and circles.
  • Multiple shapes per body.
  • One-shot contact manifolds.
  • Incremental sweep-and-prune 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, and mouse joints.
  • Joint limits, motors, and friction.
  • Momentum decoupled position correction.
  • Fairly accurate reaction forces/impulses.

System

Documentation

License

Original C++ Box2D is developed by Erin Catto, under the MIT license.

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C# port of Box2D - Erin Catto's 2D Physics Engine

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