forge2d 0.9.0 forge2d: ^0.9.0 copied to clipboard
A 2D physics engine for Dart (based on Box2D), also works with the Flame game engine in Flutter
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
andpositionIterations
to settings instead ofstepDt
- 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
andimplicit-dynamic
off). This means many API points are now more strongly typed (num
is nowdouble
). Fix errors by providing doubles where they are expected (1
will become1.0
andnum fraction = .5
will becomedouble 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.