flutter3d_physics
Collision shapes, a broadphase grid, ray and overlap queries, rigid bodies and a character controller.
No Flutter and no renderer in it. That is the boundary this package exists
to keep: it runs under dart test, and the day it needs a widget is the day
something has been put in the wrong package.
final world = CollisionWorld();
world.add(Collider(shape: CollisionBox(Vector3(2, 1, 2))));
final body = CharacterController(world: world, position: Vector3(0, 2, 0));
body.step(dt, wishDirection: forward, sprint: false);
What the character controller is for
Walking, which is harder than falling. Slopes it can climb and slopes it slides off, steps it can walk up without a jump, ramps whose surface it follows, a coyote window after walking off an edge and a buffered jump pressed just before landing. Every one of those is a decision with a test beside it saying which way it went and why.
Tolerances
Nearly names the four magnitudes this package compares against, because the
number was never the interesting part: a distance nobody can perceive, the slack
on two numbers computed different ways, and a denominator guard on a squared
quantity are different questions that used to look identical.
Part of flutter3d, an independent
implementation of a 3D engine for Flutter — not a fork or a binding of
another engine, and not affiliated with the Flutter team. Three switchable
rendering backends: Impeller via Flutter GPU, WebGL2, and a software
rasteriser. glTF, OBJ and .f3d loading, six lighting models, shadows, bloom,
skinning, animation, BVH culling and picking; a deterministic fixed-step game
layer with collision, navigation, positional audio, and gamepad and touch
input. Three example games — shooter, platformer, racing — each built on its
genre package: flutter3d_game_shooter,
flutter3d_game_platformer,
flutter3d_game_racing. A new game starts from
apps/flutter3d_template_app.
Documentation: flutter3d.pleion.dev.
Libraries
- flutter3d_physics
- Collision and character movement, with nothing above them.