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Build with Fx2D ​

These guides are organized around the parts of an application you will actually build: author a scene, run it with or without a window, then add interaction and game logic.

  • Scene authoring — create entities, shapes, physical properties, and joints.
  • Math and geometry — use vectors, poses, transforms, and the unified shape model safely.
  • Collision setup — configure colliders, materials, sensors, filtering, and CCD.
  • Constraints — assemble direct XPBD constraints or choose a motorized joint.
  • Headless simulation — run the same physics core without a renderer.
  • Renderer — own the window, camera, frame timing, and draw callbacks.
  • Input — consume keyboard and mouse state in visual or headless applications.
  • Joints and motors — use revolute and prismatic control modes, and the click-drag mouse joint.
  • Queries — ray casts, overlaps, and point queries for gameplay and tools.
  • Contacts and sensors — respond to collisions and trigger volumes.
  • Entity groups — operate on named sets of bodies safely.

For the implementation details behind these building blocks, see the collision pipeline and the XPBD solver.

Released under the BSD-3-Clause License.