Skip to content

erayzesen/QuarkPhysics

Repository files navigation

Quark Physics

QuarkPhysics is a 2D physics engine designed for games. Its goal is to provide a reasonable approach to simulate rigid bodies, soft bodies, and different physics models together.

Documentation | Examples


Example 01

Show Examples

Example 02 Example 02 Example 02 Example 03 Example 02

Features

  • General Features

    • Primitive shape types (circle, polygon, rectangle, etc.)
    • Physical properties (mass, area, restitution, etc.)
    • The API is designed specifically for 2D video games.
    • Raycasting
    • Collision layer masks for advanced collision filtering
    • SAP for broadphase
    • Supports sleeping islands to improve CPU performance.
    • Flexible and advanced event system.
    • It uses pixels directly as a unit without any abstractions.
    • Unlimited shape-mesh support for bodies.
    • Simple and consistent API
    • External .qmesh file support. There is also QMeshEditor app for create/edit/manage qmesh files.
  • Rigid bodies

    • Convex polygons support.
    • Joints to connect bodies.
    • Reasonable stability for stacked objects.
    • Kinematic bodies for creating controllable physics objects.
    • Area bodies for detecting and reporting collisions.
  • Soft Bodies

    • Springs to connect particles.
    • Mass-spring model.
    • Area-volume preserving model.
    • Shape matching features.
    • Self collisions.
    • PBD dynamics.
    • Internal springs and internal particles for adding more complexity to soft body simulations.
    • Customizable constraints for adding more control to simulations.
    • Advanced particle methods.

Building Examples

You need to install SFML and CMake on your system before.

Download project, enter the main folder, and call this:

    ./build.sh -r

Or you can compile the project directly via gcc if you're on linux by calling this:

    ./run_linux_fast.sh -r

Using

Copy the "QuarkPhysics" named subfolder in the main folder to your project and use it.

Integrations in other engines

Third Party

  • nlohmann's json for the json parsing. (Importing meshes via *.qmesh files)
  • SFML library for window,input,opengl.
  • Doxygen-Awsome for the custom themed documentation.

Roadmap

  • 1.0
    • API revisions (v0.9x)
    • Optimizations ( v0.9x)
  • 1.1
    • UV support to QMesh (v1.0.x)
    • Fluid dynamics
  • 1.2
    • Destructable rigid bodies.
  • 1.3
    • Continuous collision dedection (CCD)
    • Multithreading