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Fast, simple, and dependency-free physics engine written in C# with a clear and user-friendly API.

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It would be nice if you could consider updating the tutorial to include additional information. Unfortunately a lot of the concepts are unclear from the very brief tutorial that exists...

documentation

RigidBodies can now be created InActive via optional boolean parameter to `World.CreateRigidBody(...)`, which defaults to `true`, the former behaviour. RigidBodies track their sleep time using `float.PositiveInfinity` when deactivated, ensuring they...

Shape implementors may choose to implement `Jitter2.Collision.Shapes.ICloneableShape`, which requires a `public Shape Clone()` method. However -preferably-, they choose to implement `Jitter2.Collision.Shapes.ICloneableShape`, where T is the implementors type, to benefit from...

I have been implementing the JitterPhysics2 with my own game engine using MonoGame but for some reason I am having problems debugging my game now, going step by step on...