forge2d 0.10.0 copy "forge2d: ^0.10.0" to clipboard
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A 2D physics engine for Dart (based on Box2D), also works with the Flame game engine in Flutter

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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Publisher

verified publisherflame-engine.org

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

Repository (GitHub)
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License

unknown (license)

Dependencies

vector_math

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