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RapidGameFramework
Reusable Godot managers for data-driven small games
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Coordinates spatial state, forces, integration, collision, constraints, and queries. More...
Go to the source code of this file.
Namespaces | |
| namespace | physics_world |
Variables | |
| physics_world.SpatialState | |
| physics_world.MotionIntegrator | |
| physics_world.CollisionPipeline | |
| physics_world.ConstraintSolver | |
| physics_world.PhysicsQueries | |
| physics_world.spatial_state | |
| physics_world.motion_integrator | |
| physics_world.collision_pipeline | |
| physics_world.constraint_solver | |
| physics_world.queries | |
| physics_world.Dictionary | |
| Configure global simulation options. | |
| physics_world.gravity = options.get("gravity", gravity) | |
| Return broad-phase candidate pairs without resolving them. | |
| physics_world.damping = max(0.0, float(options.get("damping", damping))) | |
| physics_world.body | |
| Add force to one body. | |
| physics_world.int | |
Add a reusable constraint such as { "type": "distance", "a": "p1", "b": "p2", "distance": 64 }. | |
| physics_world.pairs | |
| physics_world.last_contacts = collision_pipeline.narrow_phase(pairs) | |
| physics_world.resolved = constraint_solver.solve_constraints(resolved, constraints, solver_iterations) | |
| physics_world.bodies | |
| physics_world.constraints = state.get("constraints", []).duplicate(true) | |
Coordinates spatial state, forces, integration, collision, constraints, and queries.
This is a lightweight framework layer for small games. It does not replace Godot physics for complex scenes; it gives reusable deterministic behavior for arcade prototypes, platformer helpers, board-piece motion, projectiles, and tests.
Definition in file physics_world.gd.