Jitter.Core
0.2.0
dotnet add package Jitter.Core --version 0.2.0
NuGet\Install-Package Jitter.Core -Version 0.2.0
<PackageReference Include="Jitter.Core" Version="0.2.0" />
paket add Jitter.Core --version 0.2.0
#r "nuget: Jitter.Core, 0.2.0"
// Install Jitter.Core as a Cake Addin #addin nuget:?package=Jitter.Core&version=0.2.0 // Install Jitter.Core as a Cake Tool #tool nuget:?package=Jitter.Core&version=0.2.0
Jitter Physics
Project Update: July 8, 2022
This is a simple port from Jitter Physics to be used by Core projects (.Net Standard 2.0)
Jitter Physics is under active development again. Expect new updates, improvements and code fixes in the near future.
Jitter Physics is a fast and lightweight 3D physics engine written in C#.
Jitter Physics Cloth | Speculative Contacts Jitter Physics |
---|---|
Platforms & Frameworks
- Every platform which supports .NET, Mono or Xamarin
- Works with the Mono framework on Linux/Mac without any recompilation
- Also supports the Xbox360 and Windows Phone (up to v0.1.7)
- No dependencies. Works with every 3D engine/framework.
Overall Design
- Written in pure C# with a clean and object orientated API
- Optimized for low to no garbage collections and maximum speed
- Supported Shapes: TriangleMesh, Terrain, Compound, MinkowskiSum, Box, Sphere, Cylinder, Cone, Capsule, ConvexHull
- Take advantage of multi-core CPUs by using the internal multithreading of the engine
Jitter Physics (2D)
The "Jitter-2D" branch is still in development an is not complete. At this time, it is probably better to make use of Farseer Physics.
Quick Start
Initialize the Physics System
Create a world class and initialize it with a CollisionSystem
:
CollisionSystem collision = new CollisionSystemSAP();
World world = new World(collision);
Add Objects to the World
Create a shape of your choice and pass it to a body:
Shape shape = new BoxShape(1.0f, 2.0f, 3.0f);
RigidBody body = new RigidBody(shape);
It's valid to use the same shape for different bodies.
Set the position and orientation of the body by using it's properties.
The next step is to add the Body
to the world:
world.AddBody(body);
Run the Simulation
Now you can call the Step
method to integrate the world one timestep further.
This should be done in you main game loop:
while (gameRunning)
{
world.Step(1.0f / 100.0f, true);
// do other stuff, like drawing
}
The first parameter is the timestep. This value should be as small as possible
to get a stable simulation. The second parameter is for whether using internal
multithreading or not. That's it the body is now simulated and affected by
default gravity specified in World.Gravity
. After each timestep the Position
of the body should be different.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. |
.NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
.NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen40 was computed. tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on Jitter.Core:
Repository | Stars |
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AAEmu/AAEmu
A server software for ArcheAge written in .Net Core
|
Version | Downloads | Last updated |
---|---|---|
0.2.0 | 10,824 | 7/8/2022 |