b2Sharp is Box2D physics engine native wrapper for C#.
Please do not submit pull requests with new features or core library changes. Instead, please file an issue first for discussion. For bugs, I prefer detailed bug reports over pull requests.
( as with latest Box2D version 2.3.1 )
- Continuous collision detection
- Contact callbacks: begin, end, pre-solve, post-solve
- Convex polygons and circles
- Multiple shapes per body
- One-shot contact manifolds
- Dynamic tree broadphase
- Efficient pair management
- Fast broadphase AABB queries
- Collision groups and categories
- Continuous physics with time of impact solver
- Persistent body-joint-contact graph
- Island solution and sleep management
- Contact, friction, and restitution
- Stable stacking with a linear-time solver
- Revolute, prismatic, distance, pulley, gear, mouse joint, and other joint types
- Joint limits, motors, and friction
- Momentum decoupled position correction
- Fairly accurate reaction forces/impulses
- Small block and stack allocators
- Centralized tuning parameters
- Highly portable C++ with no use of STL containers
- OpenGL with GLFW
- Graphical user interface with imgui
- Extensible test framework
- Support for loading world dumps
swig -csharp -c++ -includeall -ignoremissing -namespace b2Sharp -outdir swig ./src/box2d.i
- Install CMake
- Ensure CMake is in the user
PATH
- Visual Studio: run
build.bat
from the command prompt - Otherwise: run
build.sh
from a bash shell - Results are in the build sub-folder
- On Windows you can open box2d.sln
- Box2DCS: continue building the C# Project after wrapper/library is done.
-
The result path of
Wrapper/Native Dylib
&dotNET DLL
:/build/src/libbox2d.dylib /build/src/b2Sharp.dll
-
Unity Usage : put into unity
/Assets
folder then in script :import b2Sharp;
Box2D is developed by Erin Catto, and uses the MIT license.
Support development of Box2D through Github Sponsors