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7 changes: 4 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -67,8 +67,8 @@ Sound

Physics
- Polygon (SAT) based collision algorithm for accurate detection and response
- Fast broad-phase collision detection using spatial partitioning (QuadTree)
- Raycast and AABB region queries with precise entry geometry
- Fast broad-phase collision detection using spatial partitioning (QuadTree in 2D, Octree in 3D, swapped automatically)
- Raycast, AABB and sphere region queries with precise entry geometry, including 3D raycasts (`raycast3d`)
- Collision lifecycle hooks on every `Renderable`
- Collision filtering for optimized automatic collision detection
- Multiple shapes per body for complex hitboxes
Expand All @@ -82,7 +82,8 @@ Input

Camera
- Multi-camera support (split-screen, minimaps, multiple viewports)
- Camera follow with configurable deadzone and damping
- Optional perspective camera (`Camera3d`) with frustum culling for 2.5D / 3D-projected scenes — drop-in subclass of the default 2D camera
- Camera follow with configurable deadzone and frame-rate-independent damping
- Built-in shake, fade, flash, and mask-based transition effects
- Per-camera post-processing pipeline with stackable shader effects and color grading (ColorMatrix)

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