This is a compilation of physical scenes and simulations for inspection and learning of GodotEngine physics.
Since I started working with game engines, I have been interested in the implemented physical systems. Since I wanted to do 2D simulations, there were only few possibilities at that time (e.g. Box2D). Then I stumbled across the Godot Engine and was immediately convinced of its power. So I did a lot of testing in a lot of simple projects to get a grasp of the underlying mechanics. Now I would like to summarize my knowledge in one project/repository and make it understandable for others. So here we are: Godot Physics 101.
When running the project you'll get a welcome screen where you can choose one of the provided scenes. These encapsulate one aspect of Godots capabilities in simulating a physical world. You can start a scene, watch it running (or interacting with it) and read about its foundations in a description sidebar. There are scenes for 2D and 3D physics.
Examples are written for Godot 3.2-beta2. I will soon update to Godot 3.2 as it gets its stable release.
- General
- [Main] - The main window for choosing the scenes
- [Overlay] - An UI overlay for every scene
- [Settings] - A window to quickly change some settings
- [Documentation] - A quick link to the docs for every concept
- 2D
- [Sandbox2D] - A sandbox to play with
- [Physicsbodies2D] - Physicsbodies and their concepts
- [Gravity2D] - Gravity and how to change it
- 3D
- [Sandbox3D] - A sandbox to play with
- [Physicsbodies3D] - Physicsbodies and their concepts
- [Gravity3D] - Gravity and how to change it
Here is a list of projects, which I will use as a basis for the compilation of examples:
- Bullet Physics Examples Explorer
- Processing
- Phaser.io
- LiquidFun
- PhyscsJS
- P2.js
- Planck.js
- Physijs
- Matter.js
- Cannon.js
- Ammo.js
- Oimo.js Demos and Oimo.js Web
- nphysics (2D) and nphysics (2D)
- Leifiphysik (German)
I have chosen the very permissive MIT license for this project. The icon is CC0 and downloaded from aiconica.
Could be. But I wouldn't bet on it. Just change to GLES2 and try it out.
As I'm using the Godot Physics Engine itself and don't care about states I would say: no. But you can try if you want and maybe I sometime add a network example somehow.