Skip to content

gkjpettet/ImpulseEngine

master
Switch branches/tags
Code

Latest commit

 

Git stats

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
src
 
 
 
 
 
 

ImpulseEngine

A 2D rigid body physics engine for Xojo. Based on Randy Gaul's Impulse engine.

The engine is complete and functional but is probably best used to learn about 2D vector physics rather than in an actual game as it is missing some important features such as joints.

The engine is written in 100% Xojo and has no external dependencies. It uses API 2.0 and therefore requires Xojo 2019 Release 2 to compile. It works in Xojo desktop and iOS projects.

Usage

Getting started is a simple as adding the ImpulseEngine module to your project. The project includes a simple demo application illustrating how to create bodies and add them to the simulation. I've tried to keep the engine's API simple and have thoroughly documented the code.

Using ImpulseEngine

// I'm assuming your viewport (e.g: a canvas control) is 640 x 480 pixels.

Var dt As Double = 1/60 // 60 FPS.
Var iterations As Integer = 5

// Create a new world.
Var w As New World(dt, iterations)

// Add a thin box to act as the ground.
Var ground As Body = w.AddBox(320, 471, 639, 8)
ground.IsStatic = True

// Add a circle to the simulation.
Var circ As Body = w.AddCircle(320, 0, 15)

// Add a polygon with some spin.
Var poly As Body = MyWorld.AddPolygon(150, 50, 0, 0, 30, -50, 60, -20, 75, 20, 40, 40)
poly.AngularVelocity = 0.55

// Call World.Update every `dt` seconds.
// Assume we have a Timer elsewhere with an interval of 1/FPS that
// calls `w.Update` and then draws every body in the World in a canavs.
// See the demo app to see how this can be done.

Video

YouTube Video of ImpulseEngine

About

A 2D rigid body physics engine for Xojo

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages