A 2D physics engine for games, simulating rigid bodies, soft bodies, and various physics models together.
QuarkPhysics is a 2D physics engine designed for video games, simulating both rigid bodies and soft bodies within a unified framework. It solves the problem of creating realistic physics interactions—like collisions, joints, and deformable objects—in 2D game environments. The engine provides a game-oriented API with features such as raycasting, collision filtering, and performance optimizations.
Game developers and hobbyists building 2D games who need integrated physics simulation for rigid and soft body interactions. It's particularly suited for those using C++ and seeking a dedicated 2D physics solution.
Developers choose QuarkPhysics for its specialized focus on 2D game physics, combining rigid and soft body simulations in one engine with a simple, consistent API. Its pixel-based units and game-specific features offer a tailored alternative to more general-purpose physics libraries.
A 2D Soft Body and Rigid Body Physics Engine.
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Combines rigid and soft body simulation in one engine, with features like mass-spring models for soft bodies and convex polygons for rigid bodies, enabling diverse game interactions without switching libraries.
Tailored for 2D games with pixel-based units and collision layer masks, as highlighted in the README, reducing the need for unit conversions and simplifying integration.
Implements Sweep and Prune (SAP) for broadphase and sleeping islands to improve CPU efficiency, ensuring smooth simulations for performance-critical games.
The README emphasizes a simple and consistent API, which lowers the learning curve and makes it easier for developers to implement physics features.
The roadmap lists fluid dynamics, destructible bodies, and multithreading as not yet implemented, limiting its use for simulations requiring these capabilities.
Requires installation of SFML and CMake before building examples, which can be cumbersome for developers not familiar with these tools or seeking quick starts.
Only integrated with Godot Engine and relies on third-party libraries like nlohmann's json, which may complicate standalone use and reduce community support compared to more established engines.