Boing 2.0.0
dotnet add package Boing --version 2.0.0
NuGet\Install-Package Boing -Version 2.0.0
<PackageReference Include="Boing" Version="2.0.0" />
<PackageVersion Include="Boing" Version="2.0.0" />
<PackageReference Include="Boing" />
paket add Boing --version 2.0.0
#r "nuget: Boing, 2.0.0"
#:package Boing@2.0.0
#addin nuget:?package=Boing&version=2.0.0
#tool nuget:?package=Boing&version=2.0.0
A simple library for 2D and 3D physics simulations in .NET.
Installation
The easiest way to use this library is via its NuGet package:
PM> Install-Package Boing
Boing supports net47 (.NET Framework 4.7 and above) and netstandard2.0 (.NET Standard 2.0 and above) for .NET Core and other platforms.
Usage
Create either a 2D Simulation<Vector2> or a 3D Simulation<Vector3> comprising:
PointMass2orPointMass3objects- Dimension-specific forces such as
Spring2,Spring3,KeepWithinBounds2Force, andKeepWithinBounds3Force - Shared forces such as
ColoumbForce,FlowDownwardForce,OriginAttractionForce, andViscousForce
Periodically update the simulation with a time step.
Example
This example creates a 2D simulation. To build a 3D simulation, use Vector3, PointMass3, and Spring3 instead.
// create some point masses
var pointMass1 = new PointMass2(mass: 1.0f);
var pointMass2 = new PointMass2(mass: 2.0f);
// create a new simulation
var simulation = new Simulation<Vector2>
{
// add the point masses
pointMass1,
pointMass2,
// create a spring between these point masses
new Spring2(pointMass1, pointMass2, length: 20),
// point masses are attracted to one another
new ColoumbForce(),
// point masses move towards the origin
new OriginAttractionForce(stiffness: 10),
// gravity
new FlowDownwardForce(magnitude: 100)
};
With the simulation configured, we must run it step by step in a loop. You could do this in several ways, but here are two common approaches.
Max speed
If you call Update as fast as possible, the simulation will most likely run faster than real time.
void RunAtMaxSpeed()
{
while (true)
{
// update the simulation
simulation.Update(dt: 0.01f);
// use the resulting positions somehow
Console.WriteLine($"PointMass1 at {pointMass1.Position}, PointMass2 at {pointMass2.Position}");
}
}
At a fixed rate
A more controlled approach is to use FixedTimeStepUpdater. This allows you to update the simulation
at one rate, and integrate the simulation's output at another rate. For example, you might run the
simulation at 200Hz, and render the output at 60Hz, as shown here:
async Task RunAtFixedRateAsync(CancellationToken token)
{
var updater = new FixedTimeStepUpdater<Vector2>(simulation, timeStepSeconds: 1f/200);
while (!token.IsCancellationRequested)
{
updater.Update();
// TODO render frame
await Task.Delay(millisecondsDelay: 1/60, cancellationToken: token);
}
}
For each Render call, the simulation will have multiple updates with smaller time deltas.
This example code is async, but only to support a non-blocking delay. You could make it synchronous and use Thread.Sleep if you prefer.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
| .NET Core | netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
| .NET Standard | netstandard2.0 is compatible. netstandard2.1 was computed. |
| .NET Framework | net461 was computed. net462 was computed. net463 was computed. net47 is compatible. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
| MonoAndroid | monoandroid was computed. |
| MonoMac | monomac was computed. |
| MonoTouch | monotouch was computed. |
| Tizen | tizen40 was computed. tizen60 was computed. |
| Xamarin.iOS | xamarinios was computed. |
| Xamarin.Mac | xamarinmac was computed. |
| Xamarin.TVOS | xamarintvos was computed. |
| Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETFramework 4.7
- System.Numerics.Vectors (>= 4.6.1)
-
.NETStandard 2.0
- System.Numerics.Vectors (>= 4.6.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 2.0.0 | 84 | 10/9/2026 |
| 1.1.0 | 1,071 | 10/25/2020 |
| 1.0.0-rc2 | 1,385 | 4/7/2017 |
| 1.0.0-rc1 | 1,312 | 2/3/2017 |
| 0.6.0 | 2,012 | 8/6/2016 |
| 0.5.0 | 1,793 | 7/29/2016 |
| 0.4.1 | 1,559 | 6/19/2016 |
| 0.4.0 | 1,540 | 6/19/2016 |
| 0.3.2 | 1,598 | 5/23/2016 |
| 0.3.1 | 1,564 | 5/23/2016 |
| 0.3.0 | 1,567 | 5/23/2016 |
| 0.2.0 | 1,546 | 5/21/2016 |
| 0.1.0 | 2,651 | 5/19/2015 |