Edyn v0.1.0
Welcome to the first release of Edyn
! The main features in this release include:
- Multi-threaded physics simulation.
- Discrete collision detection using SAT. Collision detection APIs can be used in isolation.
- Shapes:
- Box.
- Cylinder.
- Sphere.
- Capsule.
- Convex polyhedron.
- Compound, which allows any of the above to be combined into a single shape, which can be concave.
- Concave triangle mesh using Voronoi regions to prevent internal edge collisions. Can only be used for static entities such as terrain.
- Paged triangle mesh which loads sub meshes on demand. To be used for large terrains.
- Constraints:
- Contact: the most important constraint which prevents rigid bodies from penetrating. They're created internally in the narrow-phase collision detection.
- Distance constraint: keeps the distance between two points on the bodies constant.
- Soft distance constraint: similar to distance constraint but it acts as a spring.
- Generic constraint: allows individual degrees of freedom to be constrained.
- Hinge constraint: constrains two bodies around an axis passing through a point.
- Point constraint: constrains two bodies at a point.
- Gravity constraint: applies gravitational force between two entities following Newton's law of gravitation.
- Null constraint: a constraint that does nothing. It can be used to create an edge in the entity graph and ensure that two entities always live in the same island.
- Sequential-Impulses constraint solver.
- Ray-casting.
- Soft contacts.
- Collision filtering.
- Collision events.
Enjoy!