I am happy to announce that a new version of the ReactPhysics3D library (open source 3D physics engine in C++) has just been released. This is now version 0.5.0.
Here are some of the new features:
- It is now possible to use multiple collision shapes per body.
- Add ray casting support.
- Replace the Sweep-And-Prune algorithm by a Dynamic AABB Tree for the broad-phase collision detection.
- Add methods to check if a point is inside a body or a proxy shape.
- The center of mass of a body is now automatically computed from its collision shapes.
- Add collision filtering using collision categories (with bit masks).
- It is possible to attach user data to a body or a proxy shape.
- It now possible to activate of deactivate a body.
- Differentiation between dynamic, kinematic and static bodies.
- Gravity can now be changed after the creation of the world.
- The center of mass and inertia tensor of a body can be set manually (center of mass can be different from body origin).
Moreover, I have just created a new website for the project.
The official website is now: www.reactphysics3d.com
The website contains the links to download the last version of the library and also the online documentation (user manual and Doxygen API).
Note that the project is still hosted here on Github: https://github.com/DanielChappuis/reactphysics3d