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An unofficial Box2D physics server for Godot Engine, implemented as a GDExtension

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rburing/physics_server_box2d

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PhysicsServerBox2D

An unofficial Box2D physics server for Godot Engine 4.0, implemented as a GDExtension.

The goal of the project is to be a drop-in solution for 2D physics in Godot 4.0. In your Godot project you can load the GDExtension, change the (advanced) project setting physics/2d/physics_engine to Box2D, and it will work with Godot's original 2D physics nodes such as RigidBody2D and StaticBody2D.

Current state

⚠ This project is a work in progress, still in a very early stage. ⚠

Runtime errors of the form Required virtual method ... must be overridden before calling reflect this unfinished state, and they hint at which functionality is still missing.

Building from source

  1. Clone the git repository https://github.com/rburing/physics_server_box2d, including its box2d and godot-cpp submodules.

  2. Open a terminal application and change its working directory to the physics_server_box2d git repository.

  3. Compile godot-cpp for the desired target (template_debug or template_release):

    cd godot-cpp
    scons target=template_debug generate_bindings=yes
    
  4. Compile the GDExtension for the same target as above:

    cd ..
    scons target=template_debug generate_bindings=no
    

Note: The template_debug target can also be loaded in the Godot editor.

Demo

The Godot project in the demo subdirectory is an example of how to load the GDExtension.

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An unofficial Box2D physics server for Godot Engine, implemented as a GDExtension

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