von-physics

brought to you by Corey Birnbaum

After implementing far too many collision detection algorithms in my various experiments and games since 2009, I've decided enough is enough and compiled this tiny library of just the raw math behind collision detection and physical response.

It is meant to provide the minimal (and in most cases sufficient) system necessary for creating high performance real-time applications with dynamic objects interacting with each other.

Features:

Note: If you use continuous detection and the broadphase grid, it can still miss some collisions because it doesn't check cells that the collider will be in after velocity is applied (it only uses position).

Examples


Radial 2D (with broadphase)
Radial 3D
AABB 2D
AABB 3D