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author | ryoon <ryoon@pkgsrc.org> | 2021-02-06 06:41:33 +0000 |
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committer | ryoon <ryoon@pkgsrc.org> | 2021-02-06 06:41:33 +0000 |
commit | e1bb3f195074f55239793fc82f260121904a8987 (patch) | |
tree | 55accd558aecac82c1a2ca5eb824a81c213dff3b /graphics/box2d/DESCR | |
parent | ad2a4dd83f765d598de0202312129d9bd846c757 (diff) | |
download | pkgsrc-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
Diffstat (limited to 'graphics/box2d/DESCR')
-rw-r--r-- | graphics/box2d/DESCR | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/graphics/box2d/DESCR b/graphics/box2d/DESCR new file mode 100644 index 00000000000..364175261e8 --- /dev/null +++ b/graphics/box2d/DESCR @@ -0,0 +1,30 @@ +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 |