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ecaface/VelcroPhysics

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Welcome to Velcro Physics (Formerly Farseer Physics Engine)

Warning: Under construction

It has been years since this code was last touched, and technology has moved a lot since. The code is currently under construction and subject to change. If you need a physics engine right now, please use the previous release.

What is this?

Velcro Physics is a high performance 2D collision detection system with realistic physics responses.

What is it good for?

You can create a game, robotic simulatons or even UI feedback systems using this engine and associated tools. Everything from a simple platform game to Marsrover simulations are possible.

Features

We have tons of features!

  • Continuous collision detection (with time of impact solver)
  • Contact callbacks: begin, end, pre-solve, post-solve
  • Convex and concave polyons and circles.
  • Multiple shapes per body
  • Dynamic tree and quad tree broadphase
  • Fast broadphase AABB queries and raycasts
  • Collision groups and categories
  • Sleep management
  • Friction and restitution
  • Stable stacking with a linear-time solver
  • Revolute, prismatic, distance, pulley, gear, mouse joint, and other joint types
  • Joint limits and joint motors
  • Controllers (gravity, force generators)
  • Tools to decompose concave polygons, find convex hulls and boolean operations
  • Factories to simplify the creation of bodies

About

High performance 2D collision detection system with realistic physics responses.

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  • C# 100.0%

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