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authorryoon <ryoon@pkgsrc.org>2021-02-06 06:41:33 +0000
committerryoon <ryoon@pkgsrc.org>2021-02-06 06:41:33 +0000
commite1bb3f195074f55239793fc82f260121904a8987 (patch)
tree55accd558aecac82c1a2ca5eb824a81c213dff3b /graphics/box2d/DESCR
parentad2a4dd83f765d598de0202312129d9bd846c757 (diff)
downloadpkgsrc-e1bb3f195074f55239793fc82f260121904a8987.tar.gz
graphics/box2d: import box2d-2.4.1
Box2D is a 2D physics engine for games. Features: Collision Continuous collision detection Contact callbacks: begin, end, pre-solve, post-solve Convex polygons and circles Multiple shapes per body One-shot contact manifolds Dynamic tree 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, mouse joint, and other joint types Joint limits, motors, and friction Momentum decoupled position correction Fairly accurate reaction forces/impulses System Small block and stack allocators Centralized tuning parameters Highly portable C++ with no use of STL containers
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+Box2D is a 2D physics engine for games.
+
+Features:
+Collision
+ Continuous collision detection
+ Contact callbacks: begin, end, pre-solve, post-solve
+ Convex polygons and circles
+ Multiple shapes per body
+ One-shot contact manifolds
+ Dynamic tree 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, mouse joint,
+ and other joint types
+ Joint limits, motors, and friction
+ Momentum decoupled position correction
+ Fairly accurate reaction forces/impulses
+
+System
+ Small block and stack allocators
+ Centralized tuning parameters
+ Highly portable C++ with no use of STL containers