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Welcome to the QuarkPhysics wiki!
QuarkPhysics was developed with a reasonable API ideal to simulate different physics models for 2D games. The goal is not only to meet the basic requirements of a game but also to build a physics engine that can satisfy developers' needs for more sophisticated physics simulations.
Why QuarkPhysics, when there are plenty of physics engine alternatives to use?
If your only requirement is rigid body simulation, there are numerous alternatives available, with Box2D being one of the most popular ones. However, QuarkPhysics differentiates itself from other physics engines in the following ways:
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While it addresses the reasonable needs of rigid body physics, it also focuses on soft body physics and other position-based dynamic simulations.
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It is not impulse-based like other rigid body physics engines. Instead of manipulating the velocity of objects for all constraints, it directly changes their positions.
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QuarkPhysics aims to explore ways to achieve entertaining results for 2D games, rather than striving for physically accurate simulations in general domains.
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Instead of abstracted velocity units, QuarkPhysics directly considers pixels for simulation.
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It places importance on an API structure that simplifies all of these aspects.
Would it be appropriate to use this in any game project or a game engine built for general purposes?
Why not if you find it sufficient for your needs! Join us on this adventure. As the developer of the project, I am already using it and will continue to use it in game projects. Together we will be stronger.
Is using QuarkPhysics easy?
To demonstrate its ease of use to developers,I'm aiming to provide sample applications based on various game scenarios rather than just showcasing the physics engine's features. Currently, we have a sample scene for a platform game, and I plan to add more examples soon. As mentioned, QuarkPhysics considers game development scenarios in its design.
How can I support?
You can send error reports, and it would be more helpful if you include your usage scenario and sample code. You can also share your experiences of using the physics engine in your project, its strengths and weaknesses with the community. This will motivate me and other developers who are participating in this journey.