Collider is a Rust library for continuous 2D collision detection, for use with game developement. Continuous collision detection basically means that the time and location of the collision are determined very precisely, as opposed to using a more traditional time-stepping and polling method.
This is a successor to a Java library of the same name. As my focus has shifted from Java to Rust, I ported the library.
Documentation for Collider can be found here.
The Collider crate is hosted here on crates.io.
You can add a dependency in your cargo.toml
file of a Rust project
toml
[dependencies]
collider="*"
The homepage for Collider is on my personal website: http://www.matthewmichelotti.com/projects/collider/.
Collider is licensed under the Apache 2.0 License.
(Note: this section is intended for people who have already familiarized themselves with the library.)
There are a few new features that may be added in the more distant future, or if I receive high demand
* Extending the functionality of PlacedShape.normal_from
so that the user
may restrict which edges of a shape may induce a normal vector
(e.g. for a platform in a game that may be jumped through from below but landed on from above,
or for use in a wall made up of several rectangles lined up in a grid so that only normals
that point away from the wall are generated).
* Adding right-triangles to the set of possible shapes.
(Note: I do not intend to add general polygons)
The only breaking change I foresee in the future is possibly changing how HitboxId
s work;
they are currently an integer used as a handle, but that may change.
Interactivity
may also change with this.