forge2d 0.6.2 copy "forge2d: ^0.6.2" to clipboard
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A 2D physics engine for Dart, also works with the Flame game engine in Flutter

CHANGELOG #

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, 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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