QuarkPhysics is a 2D physics engine developed for games, with the goal of simulating rigid and soft bodies in an integrated way.
It supports primitive shapes (circle, polygon, rectangle), physical properties (mass, area, restitution), raycasting, collision masks, and an advanced event system.
In addition, it uses pixels as the default unit, has a simple and consistent API, and supports UV mapping with QMesh
for rendering operations.
Before compiling QuarkPhysics, you must have SFML and CMake installed on your system. After installing these dependencies, follow the steps below:
Clone the repository:
git clone https://github.com/erayzesen/QuarkPhysics
Access the project directory:
cd QuarkPhysics
Give execution permission to the file that will compile and run the example:
chmod +x run_linux_fast.sh
And run the script:
./run_linux_fast.sh -r
The output will be similar to the image below:
If you are unable to compile, try installing nlohmann’s json.
To integrate QuarkPhysics into your project, copy the “QuarkPhysics” folder to your project directory and use it as needed.
In the case of Godot see this integration.
For more information, access the official repository.