- Full 3d rigid body real-time physics simulation suitable for games; meaning both linear velocity as well as angular velocity are calculated.
- Collision detection between collider primitives.
- Primitives supported: planes, spheres, cubes.
- Math library defaults to 64-bit floats but can easily be tuned down to 32-bit.
Ballistic: shoot spheres at a cube by pressing the space bar.
Cubedrop: hit the space bar to drop some cubes onto the ground
Cubez is known to work on the following:
- Windows 7 x64 with mingw-w64 (see this tutorial if necessary)
- Linux (Ubuntu 14.04)
At present, I suspect it should work on any Windows or Linux 64-bit system for which there is an acceptable Go x64 and gcc x64 compiler set available.
Support for 32-bit systems is untested.
The only dependency on the core
cubez package is the math package included in
For the examples, you will need GLFW 3.1.x installed on your system, and you will need to install the go-gl project's gl, glfw and mathgl libraries. Your system will also need to be OpenGL 3.3 capable.
If you don't have the dependencies for the examples and wish to install them, you can do so with the following commands:
go get github.com/go-gl/gl/v3.3-core/gl go get github.com/go-gl/mathgl/mgl32 go get github.com/go-gl/glfw/v3.1/glfw
The library itself can be installed with the following command:
go get github.com/tbogdala/cubez
To build the examples, run the following in a shell:
cd $GOPATH/src/github.com/tbogdala/cubez/examples ./build.sh
Currently, you'll have to use godoc to read the API documentation and check out the examples to figure out how to use the library.
- slim down the public interface to the library to only export what's needed
- introduce a way to set the restitution and friction for contacts
- more benchmarks
- unit tests for collisions
- more collision primitives
- include some coarse collision detection to ease the O(n^2) pain with resolving contacts in one big slice
Cubez is released under the BSD license. See the LICENSE file for more details.
No tagged releases yet.