Home - erayzesen/godot-quarkphysics GitHub Wiki
Welcome to the wiki page of the Godot-QuarkPhysics
extension. Here, you will find information on how to use the physics engine, its core principles, and API documentation.
QuarkPhysics is a 2D physics engine designed for games. Its goal is to provide a practical approach to simulating rigid bodies, soft bodies, and various physics models together. It currently supports rigid body dynamics and many soft body dynamics you may need, with fluid dynamics coming soon.
QuarkPhysics has a greater mission—it is not a closed-box system that works in isolation. If you understand how it works, you can add the features and constraints you need without breaking the simulation, just like built-in functionalities. This is crucial for game development; it’s not just you adapting to the physics engine—the physics engine should adapt to you.
Fundamentals:
Here, you will find the core working principles of the physics engine, along with tutorials for the most common use cases.
- Getting Started: Creating a Physics World
- Creating a New QBodyNode and a New QMeshNode
- What's QMeshNode and How it Works?
- QBodyNode and Base Features
- Creating and Using QRigidBodyNode
- Creating and Using QSoftBodyNode
- Creating and Using QAreaBodyNode
- Creating and Using QPlatformerBodyNode
- Creating and Using QParticleObject
- Creating and Using QRaycastObject
- Creating and Using QJointObject
- Creating and Using QSpringObject
- Creating and Using QAngleConstraintObject
- Create Your Custom QMeshNode with Code
Nodes and Objects(GDScript API):
This section contains the API documentation and descriptions of the nodes and objects in the QuarkPhysics plugin.
- QWorldNode
- QBodyNode
- QRigidBodyNode
- QSoftBodyNode
- QAreaBodyNode
- QPlatformerBodyNode
- QMeshNode
- QRaycastObject
- QParticleObject
- QJointObject
- QSpringObject
- QAngleConstraintObject