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2D Physics Engine #18
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Box2D would be awesome :) I also don't see Bullet matching to 2D very well. The use case is probably a bit different, so I don't mind having a completely different API from what's done for Bullet. Makes more room for experiments. |
Bullet does allow for 2D physics (see their example here), you basically register some 2D collision algorithms to the collision dispatcher, but still have to use 3D vectors it seems. Box2D would indeed be awesome, though :D |
Have you checked http://chipmunk-physics.net/ ? I think it's more flexible than Box2D. |
Just for the record, a very simple Box2D example is now in the examples repository. This was done directly, without creating any integration library. Potential integration lib could be based on what the example does (conversion of math types first, for example). |
Btw, for reference: I remember the way to do 2D in bullet is to add a bunch of contstraints to the Z axis of all the rigid bodies. |
I noticed Bullet doesn't have a 2D version for its objects. Feasibly, this could be fixed in two ways:
I've got experience with Box2D, if that seems more applicable to what we want in a 2D physics engine, and it's widely used and widely regarded.
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