Benoit CHAPEROT Physics engine library for Unity 3D openly inspired by Open Dynamics Engine (ODE). Wanting more flexibility than I could get using PhysX, I started this Unity port of the open source project. The engine is written in C#, safe code, and is available either as binary or as source code for your Unity 3D project.
The Force Engine is written for and fully integrated with Unity 3D. Components are similar to Physics components with rigid bodies and colliders and using fixed time steps to update physics simulation.
It is possible to move rigid bodies and colliders using transforms, to have local scales, to nest rigid bodies in hierarchies.
It is possible to have PhysX and The Force Engine run side by side in your scene, therefore benefiting from the flexibility, accuracy and control of The Force Engine for gameplay features, and the speed and efficiency of PhysX for non gameplay features.
The Force Engine has been developed and tested on standalone Windows platforms. It should in theory run on all platforms.
The PRO version package contains full source code and no logo.
Currently supported colliders are:
- Box
- Capsule (fake, made of spheres)
- Compound (one body, many colliders)
- Plane
- Ray
- Sphere
- Terrain
- Trimesh
- Wheel (kind of torus)
Currently supported joints are:
- Ball
- Contact
- Fixed
- Hinge
- Hinge2
- Slider
- Distance
- Universal (angular motor)
What is new in 0.05 ?
- The Force Engine no longer acts as a wrapper over native Open Dynamic Engine library. Wrapping is still possible in The Force Engine PRO edition
- Rotational Friction
- Physics hand to move objects around
- Angles in TFJointLimitMotor are now in degrees
- Many optimisations
- Many fixes
What is new in 0.06 ?
- Inverting bodies for most joints; now body 0 can be null for the joint to be attached to static environment for easier scene creation
- Added TFRigidbody.OnCollision event
- Added TFRigidbody.linearDamping parameter
- Added TFDistance joint
What is new in 0.08 ?
- Angular Damping
- Computation of mass for compound objects no longer require rotation to be identity
- TFSurfaceParameters (physics materials) are now ScriptableObjects (project assets)
- ReadOnly attributes for properties that should not be edited in inspector but could only be inspected
- Combining TFSurfaceParameters together (using Unity Enum PhysicMaterialCombine)
- Smart custom inspector only let you edit applicable properties (dependant on other properties and flags)
- In Editor documentation
- Online (HelpUrl) documentation http://www.jstarlab.com/UserGuide/
- TFDifferential (Differential Gear Box)
- Icy rabbit
- Updated vehicle demo (Buggy 1)