Jitter.Core 0.2.0

dotnet add package Jitter.Core --version 0.2.0
NuGet\Install-Package Jitter.Core -Version 0.2.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Jitter.Core" Version="0.2.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Jitter.Core --version 0.2.0
#r "nuget: Jitter.Core, 0.2.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// 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

JitterPhysics Build JitterPhysics on NuGet


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
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 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. 
.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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (1)

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Repository Stars
AAEmu/AAEmu
A server software for ArcheAge written in .Net Core
Version Downloads Last updated
0.2.0 7,285 7/8/2022