Skip to content

jagoly/reactphysics3d

 
 

Repository files navigation

ReactPhysics3D

This fork of ReactPhysics3D has been modified by me, James Gangur, to better suit my development style. I have seperated headers from source, changed the headers' file extention to .hpp, significantly improved the CMake files by adding a few more options and fixed some issues building with newer GCC versions. The include hierarchy has also been tidied up, reducing compilation time and preventing the inclusion of many unneeded headers in client code. I have also fixed or tweaked various formatting issues where I came across them. As of yet, I have not made any functionality changes to the library itself, and I don't intend to in the near future. The repo is currently forked from the stable 0.6.0 release, but this will change if Daniel does any cool new stuff in master.

ReactPhysics3D is an open source C++ physics engine library that can be used in 3D simulations and games.

Website : http://www.reactphysics3d.com

Author : Daniel Chappuis

Drawing

Features

ReactPhysics3D has the following features :

  • Rigid body dynamics
  • Discrete collision detection
  • Collision shapes (Sphere, Box, Cone, Cylinder, Capsule, Convex Mesh, static Concave Mesh, Height Field)
  • Multiple collision shapes per body
  • Broadphase collision detection (Dynamic AABB tree)
  • Narrowphase collision detection (GJK/EPA)
  • Collision response and friction (Sequential Impulses Solver)
  • Joints (Ball and Socket, Hinge, Slider, Fixed)
  • Collision filtering with categories
  • Ray casting
  • Sleeping technique for inactive bodies
  • Integrated Profiler
  • Multi-platform (Windows, Linux, Mac OS X)
  • No dependencies (only OpenGL for the testbed application)
  • Documentation (User manual and Doxygen API)
  • Testbed application with demo scenes
  • Unit tests

License

The ReactPhysics3D library is released under the open-source ZLib license.

Documentation

You can find the User Manual and the Doxygen API Documentation here

Branches

The "master" branch always contains the last released version of the library and some possible bug fixes. This is the most stable version. On the other side, the "develop" branch is used for development. This branch is frequently updated and can be quite unstable. Therefore, if you want to use the library in your application, it is recommended to checkout the "master" branch.

Issues

If you find any issue with the library, you can report it on the issue tracker here.

About

Open source C++ physics engine library in 3D

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C++ 55.3%
  • C 31.4%
  • Fortran 10.5%
  • CMake 1.8%
  • Objective-C 0.4%
  • Mathematica 0.2%
  • Other 0.4%