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High-performance Box3D physics backend for Glint Engine.

Changelog #

0.1.0 #

  • Add the native Box3D backend for Glint's portable 3D physics contract.
  • Honor full Glint query filters during native single-hit shape casts, enabling self-excluding character sweeps without genre-specific backend code.
  • Publish persistent core contact state and fixed-step profiling through the shared physics-world infrastructure.
  • Wake dynamic bodies after explicit transform changes so teleports invalidate stale sleeping contacts on the following native step.
  • Support angular rigid bodies, compound/cooked colliders, joints, CCD, sleeping, events, spatial queries, filtering, interpolation, snapshots, deterministic replay verification, and stress workloads.
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High-performance Box3D physics backend for Glint Engine.

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Topics

#physics #box3d #game-engine #simulation #flutter

License

(pending) (license)

Dependencies

box3d, glint_engine, vector_math

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