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A 2D physics engine for Dart (based on Box2D), also works with the Flame game engine in Flutter

0.14.0 #

Note: This release has breaking changes.

  • REFACTOR: remove dead code (#97). (6a75e0d2)
  • BREAKING REFACTOR: Use vector_math 32 instead of 64 (#96). (2d726279)

0.13.1 #

  • REFACTOR: Don't use static for Distance and Collision (#92). (130994e1)

0.13.0 #

Note: This release has breaking changes.

0.12.2 #

  • FIX: Depend on any test version. (1f80bf35)

0.12.1 #

0.12.0 #

Note: This release has breaking changes.

  • REFACTOR: ignored invariant boolean warning (#47). (c032f9c8)
  • FIX: Fixed issue where particles created were centred around (0,0) rather than their parent group's position. (#69). (a36e88e5)
  • FIX: Properly use the getX/YAxis out vector (#61). (c1aba67d)
  • FEAT: made ContactListener methods optional overrides (#55). (47037a14)
  • BREAKING REFACTOR: gravity getter and setter (#66). (5108e302)
  • BREAKING REFACTOR: isBullet getter and setter (#64). (ee5d4bf0)
  • BREAKING REFACTOR: isEnabled getter and setter (#65). (839e53a1)
  • BREAKING REFACTOR: removed wrapper get and set methods for GearJoint.ratio (#63). (58b51159)
  • BREAKING REFACTOR: used getter and setters for maxMotorForce (#62). (4ab2eb27)
  • BREAKING REFACTOR: used setters and getters for motorSpeed (#58). (96103f18)
  • BREAKING FIX: Add friction and restitution arguments to createFixtureFromShape (#56). (a91b08b6)
  • BREAKING FIX: Set the RopeJoint's local anchors to null vectors by default (#67). (2dfe1e8e)
  • BREAKING FEAT: Move to dart 2.17 and clean up comment. (#59). (8abd859f)

0.11.0 #

Note: This release has breaking changes.

  • FEAT: allowed specifying BodyDef properties via constructor (#51). (aa3f5f7c)
  • FEAT: allowed specifying FixtureDef properties via constructor (#52). (1c09a139)
  • BREAKING FEAT: allow modifying gravity in the x-axis and y-axis (#53). (c14b4245)
  • BREAKING FEAT: made default friciton 0 (#54). (e943a567)

0.10.0 #

Note: This release has breaking changes.

  • REFACTOR: moved Joint render method implementation (#49). (b9128e5a)
  • REFACTOR: removed mock instances (#48). (6fdf5646)
  • BREAKING REFACTOR: made createJoint use Joint over JointDef (#50). (0e8f3655)
  • BREAKING FEAT: remove JointType (#45). (42a39524)

0.9.0 #

CHANGELOG #

0.8.2 #

  • Fix ConcurrentModificationError when destroying a body with joints

0.8.1 #

  • Export settings.dart
  • Make fields in settings.dart mutable

0.8.0 #

  • Move velocityIterations and positionIterations to settings instead of stepDt
  • Make settings.velocityThreshold mutable

0.7.3 #

  • Fix bug with the hull creation of PolygonShape

0.7.2 #

  • Use field getters on getter methods where computation is O(1)

0.7.1 #

  • Fix area for polygon that is defined counter-clockwise

0.7.0 #

  • Refactored the particle system
  • Cleaned up the code and remove buffer_utils
  • Fixed y-flip to only be used on getScreenToWorld and getWorldToScreen
  • Removed the get prefix from getScreenToWorld and getWorldToScreen
  • Move debug draw methods to respective classes
  • Move web dependencies to example
  • Stable null-safety release

0.6.5 #

  • Consider y-flip for all translation in the viewport

0.6.4 #

  • Consider y-flip in ViewportTransform

0.6.3 #

  • Remove faulty assert in world.destroyJoint

0.6.2 #

  • One more bug fix with deleting contacts when called Body.removeFixture() when it's in contact

0.6.1 #

  • Fix bug that throws error during World.destroyBody(), Body.setType() and Body.setActive() if body has some contacts

0.6.0 #

  • Refactor joints, fixtures and contacts not to be linked lists
  • Make force/impulses default to the center of a body

0.5.0 #

  • Rebranding to forge2d
  • Make code more like the dart standard and less C++

Old box2d.dart #

0.4.6 #

  • Fix bug with torque not being modified from applyTorque

0.4.5 #

  • Fixing warnings and formatting

0.4.1 - 0.4.4 #

  • Updates related to Flame interop + bugfixes

0.4.0 #

  • Breaking: Made package strong-mode compliant (with implicit-casts and implicit-dynamic off). This means many API points are now more strongly typed (num is now double). Fix errors by providing doubles where they are expected (1 will become 1.0 and num fraction = .5 will become double fraction = .5), and explicitly casting joints (world.createJoint(jointDef) as RevoluteJoint).
  • Pulled in optimizations and bug fixes from the original jbox2d project.
  • Made velocityThreshold mutable (as per jbox2d and other box2d implementations).

0.3.0 #

  • Updated to vector_math 2.0.0

0.2.0 #

  • Complete re-write. Many APIs have changed.
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verified publisherflame-engine.org

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A 2D physics engine for Dart (based on Box2D), also works with the Flame game engine in Flutter

Repository (GitHub)
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Documentation

API reference

License

BSD-3-Clause (license)

Dependencies

meta, vector_math

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