1. Hello World / Hello World |
Objects with convex hull colliders |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/hello_world.gif) |
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1. Hello World / Sphere and Box Colliders |
Objects with sphere and box colliders |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/representations.gif) |
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2. Gravity Well / Gravity Well |
Two objects rotating around a center and smaller objects gravitating to the larger two. |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/gravitywell.gif) |
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3. Collider Geometry / Collision Parade - Basic |
The basic collider shapes |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/collider_parade_basic.gif) |
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3. Collider Geometry / Collision Parade - Advanced |
Colliders of all shapes, including compound colliders |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/collider_parade_advanced.gif) |
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4. Motion Properties / Mass |
Overriding mass |
![Demo image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_mass.gif) |
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4. Motion Properties / Velocity |
Objects that spawn with a set initial linear and angular velocity |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_velocity.gif) |
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4. Motion Properties / Damping |
Linear and angular damping |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_damping.gif) |
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4. Motion Properties / Gravity Factor |
Per-body gravity multipliers |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_gravity_factor.gif) |
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4. Motion Properties / Center of Mass |
Overriding center of mass |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_center_of_mass.gif) |
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4. Motion Properties / Inertia Tensor |
Overriding inertia tensor |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_inertia_tensor.gif) |
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4. Motion Properties / Smoothing |
Objects with either interpolation, extrapolation, or neither |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/motion_properties_smoothing.gif) |
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5. Material Properties / Friction |
Objects with different friction strength sliding down a slope |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/material_properties_friction.gif) |
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5. Material Properties / Restitution |
Falling objects with different restitution (fancy word for bounciness!) |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/material_properties_restitution.gif) |
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5. Material Properties / Collision Filters |
Objects only collide with other objects belonging to the matching material collision filter |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/material_properties_collision_filters.gif) |
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6. Events / Collisions |
Detecting object contact with a trigger surface |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/collisions.gif) |
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6. Events / Contacts |
Object repelled upon hitting a trigger volume |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/events_contacts.gif) |
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6. Events / Triggers |
Objects reverse gravity upon entering trigger volume |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/events_triggers.gif) |
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6. Events / Triggers - Change Material |
Objects change material upon entering trigger volume |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/changematerial.gif) |
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6. Events / Triggers - Force Field |
Objects float upward when inside moving trigger volume |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/forcefield.gif) |
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6. Events / Triggers - Portals |
Teleport an object from one portal to another upon contact |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/portal.gif) |
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7. Query / All Distances |
Query for the distance between the colliders for each collider vertex |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/all_hits_distance_test.gif) |
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7. Query / Closest Distance |
Query for closest distance between two colliders |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/closest_hit_distance_test.gif) |
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7. Query / Cast |
Collider casting and ray casting |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/cast_test.gif) |
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7. Query / Custom Collector |
Raycast with custom filtering |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/custom_collector.gif) |
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8. Joints and Motors / Joints - Parade |
All joint types |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/joints_parade.gif) |
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8. Joints and Motors / Joints - Limit DOF |
Limiting degrees of freedom |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/limit_dof.gif) |
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8. Joints and Motors / Joints - Ragdolls |
Obligatory stack of ragdolls |
![Ragdoll](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/ragdoll.gif) |
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8. Joints and Motors / Motors - Parade |
All motor types |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/all_motors_parade.gif) |
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8. Joints and Motors / Motors - Position |
Position motors |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/position_motor.gif) |
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8. Joints and Motors / Motors - Linear Velocity |
Linear velocity motors |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/linear_velocity_motor.gif) |
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8. Joints and Motors / Motors - Angular Velocity |
Angular velocity motors |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/angular_velocity_motor.gif) |
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8. Joints and Motors / Motors - Rotational |
Rotational motors |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/rotational_motor.gif) |
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9. Modify / Motion Type |
Dynamically modifying motion type |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_motion_types.gif) |
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9. Modify / Box Collider Size |
Dynamically modifying collider size |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_box_collider_size.gif) |
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9. Modify / Collider Type |
Dynamically modifying collider type |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_collider_type.gif) |
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9. Modify / Velocity |
Modifying velocity |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_velocity.gif) |
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9. Modify / Kinematic Motion |
Moving kinematic objects that collide with dynamic objects |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/kinematic_motion.gif) |
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9. Modify / Surface Velocity |
Dynamically modifying surface velocity |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_surface_velocity.gif) |
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9. Modify / Collider Filter |
Dynamically modifying collider filters |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_collider_filter.gif) |
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9. Modify / Scale |
Dynamically modifying scale |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/change_scale.gif) |
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9. Modify / Impulse |
Applying impulses |
![Demo Image](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/apply_impulse.gif) |
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9. Modify / Broadphase Pairs |
Filter out collision by explicitly deleting pairs from the broad phase |
![Modify broadphase Sample](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/modify_broadphase_pairs.gif) |
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9. Modify / Contacts |
Dynamically modifying the results of contact generation to produce special effects |
![Modify contacts](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/modify_contact_jacobians.gif) |
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9. Modify / Narrowphase Contacts |
Dynamically add new contacts in narrowphase |
![Modify Narrowphase contacts](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/modify_narrowphase_contacts.gif) |
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10. Character Controller / Character Controller |
A rudimentary 3rd-person character controller |
![Character Control](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/character_controller.gif) |
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11. Immediate Mode / Pool |
A pool game that uses "immediate mode" to project the ball movements before the shot is taken |
![Immediate physics](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/pool.gif) |
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12. Planet Gravity / Planet Gravity |
Stress test of many asteroids orbiting a planet |
![Planet Gravity](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/planet_gravity.gif) |
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13. Raycast Car / Raycast Car |
Drivable vehicles |
![Raycast Car](/WaynGames/EntityComponentSystemSamples/raw/master/PhysicsSamples/READMEimages/raycast_car.gif) |
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