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JelloSwift

Build Status

Soft-body physics dynamics library written in Swift


they all look so *squishy!*

Video demo available here: https://www.youtube.com/watch?v=0J6P5WaxSHA

This is a port of JelloPhysics, a C#/C++ soft-body physics engine (the original license is included at the JelloPhysics-License.md file).

This port more closely resembles the AS3 version of the engine, JelloAS3, with many optimizations and modifications made to better fit Swift, with the biggest change being how spring and pressure bodies are defined.

The project comes with a demo scene for the iPad, so just fire up and drag the soft bodies around!

Example

To run the example project, clone the repo, open the Sample project under Sample/Sample.xcodeproj, select a platform and run.

Requirements

To compile this project, you require Xcode 10.2 w/ Swift 5.0 installed.

Installation

Swift Package Manager

JelloSwift is also available as a Swift Package

dependencies: [
    // [...]
    .package(url: "https://github.com/LuizZak/JelloSwift.git", from: "0.14.0"),
],

License

JelloSwift is available under the MIT license. See the LICENSE file for more info.

jelloswift's People

Contributors

cs-luiz-silva avatar luizzak avatar

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jelloswift's Issues

JelloSwift for MindMap is it possible?

Great library! Can it be used to build a tree layout for a "dynamic" mind map UI? Our requirement is that the nodes are draggable. When the user drags one node positions of the rest nodes should adapt to the change.

Soft-body physics is nice for "gamification" of the app.

Switch rendering engine for the demo scene

Currently, the demos are rendered using SpriteKit by flushing all the polygons into a SKShapeNode, but that has a heavy cost and about 70% of the time is spent rendering the scene. This can be verified by disabling rendering of the scene by commenting out the polygon render call in the main scene, when then the FPS (when optimized) maxes out at ~60fps.

A new rendering engine has to be chosen to render the demo scene, a hardware accelerated engine is preferable because of the simple polygon nature of the engine.

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