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shakiba/planck.js

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5,251 Stars·254 Forks·TypeScript·MIT·7 Aufrufepiqnt.com/planck.js↗

Planck.js

planck.js ist eine 2D-Rigid-Body-Physik-Engine für JavaScript und HTML5, basierend auf Box2D. Sie bietet ein Framework zur Simulation physikalischer Interaktionen und zur Berechnung der Bewegung fester Körper innerhalb einer zweidimensionalen virtuellen Umgebung.

Die Engine ist für plattformübergreifendes Web-Gaming konzipiert und ermöglicht die Implementierung von Rigid-Body-Dynamik über verschiedene Webbrowser und Geräte hinweg.

Die Bibliothek verwaltet die Simulation durch einen Constraint-basierten Physik-Solver und Rigid-Body-State-Management. Sie nutzt iterative Impulsauflösung, semi-implizite Euler-Integration und dynamische AABB-Baum-Partitionierung für Kollisionserkennung und Objektbewegung.

Features

  • 2D Rigid Body Physics Engines - Provides a full engine for calculating realistic physical interactions and dynamics for 2D rigid bodies.
  • 2D Physics Simulations - Implements 2D physics simulations including gravity, friction, and collision detection.
  • Rigid Body Transform Management - Manages rigid body state including mass, inertia, and spatial transforms for non-deformable objects.
  • Physics Engines - Provides a computational physics engine for simulating dynamics in interactive HTML5 environments.
  • Rigid Body Solvers - Provides a constraint-based solver to calculate physical interactions and maintain stability between rigid bodies.
  • Rigid Body Dynamics - Simulates the motion and interaction of solid, non-deformable objects in a 2D environment.
  • Sequential Impulse Solvers - Implements a sequential impulse solver to ensure physics stability through iterative velocity corrections.
  • Cross-Platform Game Clients - Designed as a cross-platform client library that ensures consistent physics simulation across different browsers and devices.
  • Collision Culling - Implements Axis-Aligned Bounding Box culling to optimize collision detection by ignoring non-overlapping object pairs.
  • Dynamic AABB Trees - Utilizes a dynamic AABB tree to organize physical objects for fast collision detection in large scenes.
  • Numerical Integration Methods - Employs semi-implicit Euler integration to update object velocity and position with energy stability.
  • HTML5 JavaScript Games - Provides rigid body dynamics specifically for interactive games built with HTML5 and JavaScript.
  • Physics Engines - Cross-platform 2D physics engine for HTML5 games.
  • Physics Engines - JavaScript rewrite of Box2D.

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Häufig gestellte Fragen

Was macht shakiba/planck.js?

planck.js ist eine 2D-Rigid-Body-Physik-Engine für JavaScript und HTML5, basierend auf Box2D. Sie bietet ein Framework zur Simulation physikalischer Interaktionen und zur Berechnung der Bewegung fester Körper innerhalb einer zweidimensionalen virtuellen Umgebung.

Was sind die Hauptfunktionen von shakiba/planck.js?

Die Hauptfunktionen von shakiba/planck.js sind: 2D Rigid Body Physics Engines, 2D Physics Simulations, Rigid Body Transform Management, Physics Engines, Rigid Body Solvers, Rigid Body Dynamics, Sequential Impulse Solvers, Cross-Platform Game Clients.

Welche Open-Source-Alternativen gibt es zu shakiba/planck.js?

Open-Source-Alternativen zu shakiba/planck.js sind unter anderem: liabru/matter-js — Matter-js is a 2D rigid body physics engine written in JavaScript for simulating realistic physical interactions,… bulletphysics/bullet3 — Bullet3 is a professional physics simulation engine designed for calculating rigid body, soft body, and collision… wellcaffeinated/physicsjs — PhysicsJS is a JavaScript physics engine and 2D rigid body simulator designed to calculate the collisions,… fullstackio/flappyswift — FlappySwift is a side-scrolling arcade game implementation built for Apple platforms. Developed using the Swift… erincatto/box2d — Box2D is a 2D physics engine and rigid body simulator designed to compute collisions, forces, and joints in a… schteppe/cannon.js — cannon.js is a JavaScript 3D physics engine designed for calculating rigid body dynamics and collisions in…

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