Buoyancy Example.png
Verlet SkinnedMesh.png
 
Verlet Trans.png

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Bring your worlds to life!

PhysKit brings you battle tested tools and systems to help you solve for and deliver on physics related challenges in your game. Built in layers from flexible APIs through to designer friendly GameObject components that can solve many needs code free.

Ballistic Basics
Buoyancy Example
Sphere Grav
Ballistic Casting
Verlet SkinnedMesh
Verlet Transforms

Ballistic Trajectory

 

Learning: Ballistic Trajectory

PhysKit’s Ballistic tools and components can help you solve those lovely, arced trajectories we see when throwing a ball, shooting a bow and arrow, or even lobbing artillery rounds at an enemy.

Creating a sports game or maybe a shooter and want to trace the parabolic path a projectile will follow given gravity and velocity; we have a code free component for that.

 

Want to calculate the aim needed to hit a moving target with an arcing projectile quickly, efficiently, and most importantly reliably hit that target.

 

Does the art director want the flight time of your projectile to be X and the arc high to be Y for a cenimatic flight and expect it to all be physically simulated, respecting collision, etc … yes; ... yes, we can do that for you to.

 

Ballistic API

The API is an easy-to-use interface for calculating firing solutions, predicting parabolic trajectory arcs, and even calculating the perfect settings to yield a projectile that takes the arc you want, travels for the time you want and hits the target with a physically simulated projectile.

Ballistic Components

Building on the Ballistics API our designer friendly Ballistic Path component can be attached to a GameObject to render the path a thrown or shot object will take with optional calculations for collision and bounce.

Buoyancy Tools

 

Learning: Buoyancy Tools

PhysKit’s Buoyancy tools and components helps you add a bit of life to your watery scenes with an easy to use and efficient buoyancy calculation.

 

From a simple force applied in general to a body to complex per vertex force calculations the Buoyant Body and Surface Tool components can simulate a wide range of floaty situations with zero code needed.

 

Want to dig deeper and implement your own magic on your own ocean simulations, the Buoyancy API can calculate displacement, and the resulting buoyancy effect in general, on bounding points or on every submerged vertex.

Mesh tools are provided to help you quickly generate combined meshes and hull meshes to tune and optimize the results of your simulation.

Force Effect Framework

 

Learning: Force Effect Framework

PhsyKit’s Force Effect framework is a simple, efficient, and effective tool to add to your physically simulated playground. In short, a Force Effect is some effect applied to the forces on a body be that magnetics, gravity, dampening or whatever else you can dream up.

The Force Effect Source and Receiver system can be used to globally, selectively or by proximity apply multiple force effects to a body. This system makes it trivial to handle multiple spherical bodies exerting gravity or tractor beams or any number of physical effects your game designers might dream up.

Verlet Integration

 

Learning: Verlet Integration

Verlet integration: a numerical method used to integrate Newton’s equations of motion.

Put more simply it’s a common approach to simulating softbody like physics be that flowing hair, a flexible rope, “jiggle” physics or really any other propagation of motion along a transform hierarchy.

PhsyKit includes an easy to use, flexible and extremely powerful take on your typical Verlet integration. Heathen’s Verlet Spring component can operate on multiple hierarchies at once each able to have its own configuration.

Hierarchies can be bones in a skinned mesh or classic transforms letting the system work much like a standard Unity joint. You can easily define the Properties, such as elasticity and Limiters such a collision or falloff and save those settings for use in multiple systems.

Our collision checks work with standard Unity collision so your Verlet Springs can react and interact with the world like any other physical object if you so choose.

Maths and Mesh Tools

 

Learning: Maths Tools

Learning: Mesh Tools

Verlet integration: a numerical method used to integrate Newton’s equations of motion.

Put more simply it’s a common approach to simulating softbody like physics be that flowing hair, a flexible rope, “jiggle” physics or really any other propagation of motion along a transform hierarchy.

PhsyKit includes an easy to use, flexible and extremely powerful take on your typical Verlet integration. Heathen’s Verlet Spring component can operate on multiple hierarchies at once each able to have its own configuration.

Hierarchies can be bones in a skinned mesh or classic transforms letting the system work much like a standard Unity joint. You can easily define the Properties, such as elasticity and Limiters such a collision or falloff and save those settings for use in multiple systems.

Our collision checks work with standard Unity collision so your Verlet Springs can react and interact with the world like any other physical object if you so choose.