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<img src="./media/logo/jitterstringsmallsmall.png" alt="screenshot" width="240"/> Jitter Physics 2

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Jitter Physics 2, the evolution of Jitter Physics, is an impulse-based dynamics engine with a semi-implicit Euler integrator. It is a fast, simple, and dependency-free engine written in C# with a clear and user-friendly API.

The official NuGet package (changelog) can be found here, the double precision version here.


Run a small demo directly in the browser!

There is also a tiny demo available for the Godot engine.

See below for a fully-featured demo.


<img src="./media/screenshots/jitter_screenshot0.png" alt="screenshot" width="400"/> <img src="./media/screenshots/jitter_screenshot1.png" alt="screenshot" width="400"/>

<img src="./media/screenshots/jitter_screenshot2.png" alt="screenshot" width="400"/> <img src="./media/screenshots/jitter_screenshot4.png" alt="screenshot" width="400"/>

Getting Started

Jitter is cross-platform. The src directory contains four projects:

ProjectDescription
Jitter2The main library housing Jitter2's functionalities.
JitterDemoFeatures demo scenes rendered with OpenGL, tested on Linux and Windows.
JitterBenchmarkThe setup for conducting benchmarks using BenchmarkDotNet.
JitterTestsUnit tests utilizing NUnit.

To run the demo scenes:

JitterDemo uses GLFW for accessing OpenGL and managing windows, and cimgui for GUI rendering. The project contains these native binaries in a precompiled form. On Linux you may have to install GLFW, e.g. on Ubuntu sudo apt-get install libglfw3-dev.

Features

Documentation

Find the documentation here.

Credits

Grateful acknowledgment to Erin Catto, Dirk Gregorius, Erwin Coumans, Gino van den Bergen, Daniel Chappuis, Marijn Tamis, Danny Chapman, Gary Snethen, and Christer Ericson for sharing their knowledge through forum posts, talks, code, papers, and books.

Special thanks also to the contributors of the predecessor projects JigLibX and Jitter.

Contribute 👋

Contributions of all forms are welcome! Feel free to fork the project and create a pull request.