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Physics and collision handling for Fledge ECS game framework

Changelog #

0.2.1 - 2026-09-20 #

Changed #

  • SDK floor bumped to Dart >=3.11.0 / Flutter >=3.41.0 (was 3.6 / 3.38). Matches the workspace-wide floor.

0.2.0 - 2026-09-20 #

Added #

  • Collider, CollisionShape, CollisionGrid, Pathfinder moved in from fledge_tiled.
  • Spatial-hash broad-phase.

Changed #

  • CollisionEvent is now a real event queue (one-frame latency) rather than a marker component.

Removed #

  • CollisionCleanupSystem — no longer needed with event-queue collisions.

0.1.14 - 2026-04-14 #

0.1.13 - 2026-04-14 #

0.1.12 - 2026-04-14 #

0.1.11 - 2026-01-21 #

0.1.10 - 2026-01-06 #

0.1.9 - 2026-01-06 #

0.1.8 - 2026-01-06 #

0.1.7 - 2026-01-05 #

[0.1.7] - 2026-01-05 #

Miscellaneous #

  • Bump dependencies

0.1.6 - 2026-01-05 #

0.1.5 - 2026-01-04 #

[0.1.5] - 2026-01-04 #

Miscellaneous #

  • fledge_physics: Provide docs for remaining public apis

0.1.4 - 2026-01-04 #

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

0.1.2 - 2026-01-04 #

Added #

  • Initial release of fledge_physics
  • CollisionConfig component with layer/mask bitmask filtering and sensor support
  • CollisionEvent component for collision notifications
  • Velocity component for marking dynamic entities
  • CollisionLayers base class with reserved framework layers and game layer start point
  • CollisionDetectionSystem - generates collision events for overlapping entities with layer filtering
  • CollisionResolutionSystem - wall-sliding physics that prevents movement into solid colliders
  • CollisionCleanupSystem - removes collision events at end of frame
  • PhysicsPlugin - easy integration via single plugin registration
  • Sensor support - trigger zones that generate events without blocking movement
  • Two-way layer filtering - both entities must have compatible layer/mask combinations