Difference between revisions of "Fizz X"

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* Original forum thread: https://love2d.org/forums/viewtopic.php?f=5&t=7844
 
* Original forum thread: https://love2d.org/forums/viewtopic.php?f=5&t=7844
  
* Code repository: https://bitbucket.org/itraykov/fizzx
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* Code repository: https://github.com/2dengine/fizzx
  
 
* Official support forums: http://2dengine.com/forum/
 
* Official support forums: http://2dengine.com/forum/
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{{#set:LOVE Version=Any}}
 
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{{#set:Description=Platformer(AABB) physics library}}
 
{{#set:Description=Platformer(AABB) physics library}}
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[[Category:Libraries]]
 
[[Category:Libraries]]

Revision as of 09:06, 22 September 2023

Fizz is a lightweight collision library in Lua. It's designed specifically for old-school platformers and overhead action games. Fizz is licensed under the MIT License.

Features

  • Three different shape types: circles, rectangles and line segments.
  • Line segments can be used for making slopes and possibly "one-sided" platforms. They handle collision differently based on direction and "push" other intersecting shapes at 90 degrees counter-clockwise of the segment slope.
  • Static shapes - static shapes are immobile and do not respond to collisions or gravity.
  • Kinematic shapes - kinematic shapes do not respond to collisions or gravity, but can be moved by manually changing their velocity. Kinematic shapes can be used to simulate moving platforms and doors.
  • Dynamic shapes respond to collisions and gravity. Dynamic shapes can be used to simulate the moving objects in your game.
  • Quadtree space partitioning to reduce the number of collision tests. It can can be disabled, although this is not recommended especially if your simulation contains a large number of dynamic shapes.

Links