cca89040c3725c8184b2b0422449ff084b02ec5c
- Engine.Physics project with JoltPhysicsSharp 2.21.0 - PhysicsWorld: PhysicsSystem init/update/dispose, body creation/removal, transform sync (Jolt body → ECS Transform) - RigidBody ECS component: MotionType (Static/Kinematic/Dynamic), ShapeType (Box/Sphere), mass, friction, restitution, damping - Factory methods: DynamicBox, DynamicSphere, StaticBox, StaticPlane - Main loop integration: create bodies on first frame, step physics, sync transforms back to ECS - Demo scene: 6 dynamic cubes + 3 dynamic spheres fall from height, static floor plane. Torus knot and textured cube remain static. - Collision layers: NonMoving (floor), Moving (dynamic objects) - JobSystemThreadPool for multi-threaded physics - 66/66 tests passing, 0 warnings, 0 errors
Description
AI powered Game Engine
23 MiB
Languages
C#
97.8%
GLSL
1.8%
Shell
0.2%
PowerShell
0.2%