PlayRho  1.1.0
An Interactive Real-Time-Oriented C++ Physics Engine & Library
PlayRho API Documentation

Overview

Hello and welcome to PlayRho's API documentation!

PlayRho is an interactive, real-time oriented, C++ based, physics engine and library currently best suited for 2-dimensional games. To view its source code, please see: https://github.com/louis-langholtz/PlayRho. For issues, visit: https://github.com/louis-langholtz/PlayRho/issues. For mathematical insight into how a physics engine works, see: Erin Catto's 2009 Modeling and Solving Constraints slides.

Getting Started

For coding, purists may want to begin by just including the World.hpp header file and making an instance of the playrho::d2::World class. Here's what this might look like:

#include <PlayRho/Dynamics/World.hpp>
int main()
{
auto world = playrho::d2::World{};
const auto body = world.CreateBody();
// do more things with the world instance and body identifier.
return 0; // world and associated resources go away automatically
}

Pragmatists may instead want to begin by including this file, PlayRho.hpp, which includes headers for most of the entire PlayRho public API.

An Entire Application

For a more elaborate example, that's of an entire application, see HelloWorld.cpp.

See also
playrho::d2::World, Physical Entities
playrho::d2::World::CreateBody
BodyID CreateBody(const BodyConf &def=GetDefaultBodyConf())
Creates a rigid body with the given configuration.
Definition: World.cpp:161
playrho::d2::World
Definition of an independent and simulatable "world".
Definition: World.hpp:129