Physics 2D is 2 Dimensional Rigid Body Physics Engine written entirely in C#. (Has Moved to Google Code! http://physics2d.googlecode.com )
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check out the links on the new site for this project. http://physics2d.googlepages.com/
I have created a Google code project for Physics2D.Net at: http://physics2d.googlepages.com/ This will hold all future releases and the source code in the SVN for Physics2D.Net. I will no longer work on the old Physics 2D code you may consider it depreciated, but it still works.
Its been a long time since Ive made a release that is because I had been working on a completely new version. Since this one is completely new its getting its own Package. The newest code is in Physics2D.Net not Physics 2D. This new code is a whole lot better at stacking just look at the pyramid demo. It uses a new Solver basically copied from Box2D. On the negative side, this implementation does not have anti tunneling or the Ray collision detection (yet) but the polygons can now be concave and the collision detection is a whole lot faster. So if you are worried about tunneling then you can make the time steps ridiculously small. Since God Created me and Jesus Saved me All glory goes to God.
AdvanceMath: 1.4.0.0: Added pass by reference versions of most methods. Removed all copyrighted code for re-licensing as MIT except for the Quaternion. Re-licensed as MIT. Physics2D.Net 1.0.0.0: Completely new, See release notes for explanation.
Released 0.1.14! Not much has changed except for a few bug fixes and some refactoring of the code. I did make it so a few of the classes can be XML serialized as well as be viewed in properties grid. The major change is the switch from DirectX to OpenGL. I do plan to start making it work with mono later. (Actually for all I know is that it already does.) I also removed the abilities to describe color for the objects since color does not effect physics and if some one were to actually to use this engine they would write there own graphics and not use the limited stuff that existed. I also added a new library called AdvanceSystem that contains classes that have very general use. Like Functions, SubArray or the IDManager.
General: Changed: made a few changes to allow for the properties editor. AdvanceSystem: Added: this. Added: Bounded class. Added: Functions class. Added: a bunch of classes. AdvanceMath: Added: a Parse method for ALVector2D. Change: Made all of the Vector classes to have type convertors so they can be used by the property grid control. Fixed: A bug with BoundingBox2D.FromVectors Geometry2D: Removed: IBaseGeometry and all the classes that implimented it. Polygon2D and Circle2D now have all the logic. Removed: a bunch of methods and properties that were not being used. Physics2D: Fixed: a Bug with rays not hitting long objects. Fixed: a Bug with ray collision detection throwing a null reference exception on a collision with a circle. Removed: IBaseCollidable.IsCollidable. Made CollisionIgnoreInfo impliment it. Removed: IColoredPart. Fixed: a Bug with null reference exception with a huge number of objects. Driver (ConsoleDriver): None. Driver (WindowsDriver): Changed: updated the scenerios with the changes. Changed: switched from OpenGl to DirectX
No major Changes in terms of how the code runs but a few in its origination. The re-factoring is so I can get the code to the point were I am comfortable commenting it. I still have a few major changes I want to make but they wont be done for a while. So this is mostly a bug fix release.
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