Paradise.Physics
0.6.1
dotnet add package Paradise.Physics --version 0.6.1
NuGet\Install-Package Paradise.Physics -Version 0.6.1
<PackageReference Include="Paradise.Physics" Version="0.6.1" />
<PackageVersion Include="Paradise.Physics" Version="0.6.1" />
<PackageReference Include="Paradise.Physics" />
paket add Paradise.Physics --version 0.6.1
#r "nuget: Paradise.Physics, 0.6.1"
#:package Paradise.Physics@0.6.1
#addin nuget:?package=Paradise.Physics&version=0.6.1
#tool nuget:?package=Paradise.Physics&version=0.6.1
Paradise.Physics
Stateless collision/physics query library for Paradise Engine, modeled on Unity Physics (DOTS):
no caches, no incremental state, no hidden mutability. CollisionWorld.Build is a pure function
of its inputs; queries allocate nothing and are safe from any thread.
Phase 1 scope: static colliders + closest-hit queries.
- Shapes: sphere, capsule (Y-aligned), box — fixed-size
Collidertagged union. - Queries:
CastRay,CastCollider(linear sweep),CalculateDistance. - Filtering: Unity-style
CollisionFilter(BelongsTo/CollidesWithmasks +GroupIndexoverride). - Narrowphase: analytic per-primitive raycasts; GJK distance (Voronoi simplex, core-shape + radius) with linear conservative advancement for shape casts.
- Broadphase: linear AABB scan (static sets are small in phase 1); a BVH built on
Paradise.BLOB'sBlobTreeis the planned upgrade behind the same API.
Conventions
- Right-handed, Y-up, −Z forward, meters (
System.Numericsmath). No handedness conversion anywhere. RigidTransform= rotation + translation only; fold scale into geometry beforeBuild.- Ray starting inside a collider: hit at
Fraction = 0, normal facing back along the ray. - Cast starting in contact/overlap: hit at
Fraction = 0, normal = depenetration direction; never NaN. - Equal-fraction ties resolve to the lowest body index (order-deterministic results).
Determinism
Queries use scalar float arithmetic and MathF.Sqrt only — no transcendental functions.
Same binary + same hardware ⇒ bit-identical results. Cross-ISA determinism is out of scope.
Deferred (phase 2+)
BVH broadphase, dynamics beyond rigid spheres (Dynamics/RigidSphereDynamics is the shipped
solver), contact manifolds & EPA, compound/mesh/convex-hull colliders,
collector variants (all-hits/any-hit), point-distance & AABB-overlap queries, rotational sweeps.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. 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. |
-
net10.0
- Paradise.BLOB (>= 0.6.1)
NuGet packages
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