Aether.Physics2D is a 2D collision detection system.
Documentation: https://tainicom.github.io/Aether.Physics2D/
- Continuous collision detection (with time of impact solver)
- Contact callbacks: begin, end, pre-solve, post-solve
- Convex and concave polyons and circles.
- Multiple shapes per body
- Dynamic tree and quad tree broadphase
- Fast broadphase AABB queries and raycasts
- Collision groups and categories
- Sleep management
- Friction and restitution
- Stable stacking with a linear-time solver
- Revolute, prismatic, distance, pulley, gear, mouse joint, and other joint types
- Joint limits and joint motors
- Controllers (gravity, force generators)
- Tools to decompose concave polygons, find convex hulls and boolean operations
- Factories to simplify the creation of bodies
https://www.nuget.org/packages/Aether.Physics2D
NOTE From v1.5 the nuget package Aether.Physics2D
contain the standalone library
with no dependencies to 3rd party math libraries. For the monogame library (Vector2, Vector3 etc)
and the monogame based diagnostics use Aether.Physics2D.MG
and Aether.Physics2D.Diagnostics.MG
.
https://www.nuget.org/packages/Aether.Physics2D.MG
https://www.nuget.org/packages/Aether.Physics2D.Diagnostics.MG
https://www.nuget.org/packages/Aether.Physics2D.Diagnostics
https://github.com/tainicom/Aether.Physics2D/releases/tag/v1.7