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@brunodb3/entity-physics

v0.6.1

Published

Simple entity physics for game worlds

Downloads

2

Readme

Entity Physics

npm (scoped) npm NPM GitHub last commit GitHub issues

Simple entity physics simulation for game worlds. This project is still a work-in-progress.

This project was created to help creating Northern Guilds, you can find more about the game on northernguilds.com

Usage

Install the package to your project:

$ npm install --save @brunodb3/entity-physics
# or
$ yarn add @brunodb3/entity-physics

Then add it to your game client/server:

import { Physics } from "@brunodb3/entity-physics";

// ? Instantiate the Physics processor
//   The default FPS value is 60
const physics = new Physics({ fps: 20 });

// ? Start the ticker (will be called at every frame, depending on desired FPS).
physics.start();

You can change the frequency of updates with the fps option on the Physics class. { fps: 60 } means one frame every 16ms (roughly).


You can add entities to the physics processor and add forces to those entities. Their kinematics will be calculated at every tick (velocity, position, direction...):

import { Physics, Entity } from "@brunodb3/entity-physics";

const physics = new Physics();

// ? All vectors are Vector3 from ThreeJS, but the Z axis is optional (if not given, will be 0).
//   This allows for 2D worlds as well and isometric 2D with height maps
// ? Entities start with `entity.kinematics.velocity = { x: 0, y: 0, z: 0 }`
const someEntity = new Entity("some-id");

// ? If you want an entity to be processed at every tick, you need to add it to
//   the `entities` array in the physics processor
physics.entities.addEntity(someEntity);

// ? All forces are multiplied by the `deltaTime`, allowing for multiple framerates
//   without compromising the actual processing of the entities
//   (at 20fps the position will be the same as at 60fps)
someEntity.addForce({ x: 1, y: 0 });

The force calculations are as follows:

newForce = newForce * acceleration; // multiply by acceleration for smoother movement
velocity = velocity + newForce; // add the new force to the velocity
velocity = velocity * frictionMultiplier; // multiply the velocity by a friction multiplier, in order for the entity to stop when the force is 0

Entities can have different rates for acceleration, maximum/minimum velocity lengths amongst other options:

const entity = new Entity('some-id', {
  runningMultiplier: 1.5, // when running, the force is multiplied by this value
  minVelocity: 0.5,
  maxVelocity: 9.5
  acceleration: 0.7,
  frictionMultiplier: 0.9
  ...
});

For more information on how to use the library, see the .spec files, as they provide working examples.

Bruno Duarte Brito - 2022