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.