Forge2D는 Box2D를 영감으로 하여 Dart용 2차원 물리 엔진으로, 특히 Flame 게임 엔진과 함께 사용하기 위해 Flutter 애플리케이션에 설계되었습니다. 강체, 조인트, 충돌 및 힘을 포함한 정확하고 효율적인 물리 시뮬레이션을 제공합니다. Forge2D는 Android, iOS, 웹, macOS, Windows, Linux 등 여러 플랫폼을 지원하여 크로스플랫폼 게임 개발에 적합합니다. Flame과의 통합은 현실적인 물리적 행동을 가진 상호작용 게임을 구축하는 것을 간편하게 만듭니다.
사용 사례
2D 게임 개발
인터랙티브 시뮬레이션
물리 기반 애니메이션
크로스 플랫폼 게임
게임 프로토타이핑
주요 기능
Box2D에서 영감을 받은 정확성
무결점 플레임 통합
다중 플랫폼 지원
강체 역학
충돌 감지
관절 제약
적합한 대상
Flutter 게임 개발자
2D 물리 시뮬레이션 프로젝트
플레임 엔진 사용자
크로스 플랫폼 앱 제작자
교육용 게임 제작자
고려 사항
물리 개념에 대한 지식이 필요합니다
플레임 엔진과 가장 잘 어울림
2차원 시나리오에 한정
성능은 장면의 복잡도에 따라 달라집니다
3D 물리에 적합하지 않음
원본 README
연결된 소스 저장소의 README 원문 스냅샷입니다. 최신 내용은 저장소에서 확인하세요.
Forge2D - Dart bindings for the Box2D physics engine
Forge2D provides an idiomatic Dart API for the native
Box2D v3 physics engine. The C library is bundled,
compiled by the Dart/Flutter build through
native assets, and called over dart:ffi,
so simulations run at native speed with the real, actively maintained
Box2D.
You can use it independently in Dart or in your
Flame project with the help of
flame_forge2d.
Requirements
Dart 3.12+ (Flutter 3.38+), which builds the bundled C library
automatically through build hooks.
A C toolchain on native platforms: Xcode on macOS/iOS, Visual Studio
Build Tools on Windows, clang or gcc on Linux, and the NDK on Android.
Supported platforms: Android, iOS, macOS, Windows, Linux, and the web.
On the web the same API runs against a bundled WebAssembly build of Box2D
(about 220 KB). No setup is needed: initializeForge2D() finds the module
at the package asset path in Dart web apps, and at the bundled package
asset in Flutter web apps. For custom hosting setups the location can be
overridden with initializeForge2D(wasmUri: ...), and
dart run forge2d:setup_web copies the module into a web/ directory.
Getting started
import'package:forge2d/forge2d.dart';
Future<void> main() async {
awaitinitializeForge2D();
final world = World();
// Static ground: a wide box whose top surface is at y = 0.
world
.createBody(BodyDef(position: Vector2(0, -1)))
.createShape(Polygon.box(50, 1));
// A dynamic box dropped from above.final box = world.createBody(
BodyDef(type: BodyType.dynamic, position: Vector2(0, 10)),
)..createShape(Polygon.square(0.5));
for (var i = 0; i < 90; i++) {
world.step(1 / 60);
}
print(box.position); // The box has landed on the ground.
world.destroy();
}
Highlights of the API:
World, Body, Shape, Chain, and the joints are cheap value-like
handles over native ids; destroy things explicitly with destroy().
Contact, sensor, and body-move events are polled from the world after
each step (world.contactEvents, world.sensorEvents,
world.bodyMoveEvents).
Ray casts (castRayClosest, castRayAll, castRay), AABB overlap
queries, and explosions are available on World.
DebugDraw can be implemented to render the physics world for
debugging.
Units
Box2D is tuned for meters, kilograms and seconds, so lay your world out in
meters and aim to keep moving objects roughly between 0.1 and 10 of them,
with 1 being the sweet spot. Rendering scale is a separate concern: decide
how many pixels a meter is worth in your renderer, not in the simulation.
Some of the tolerances are absolute lengths rather than fractions of the
shapes they apply to, so a world laid out at a much smaller scale behaves
oddly. The most visible one is the speculative distance: Box2D creates
contact points for shapes that are approaching but not yet touching, which
is what stops fast objects from passing through each other, and it means
beginContact fires while there is still a gap of up to 0.02 meters. A
shape that is only a couple of centimeters across is therefore permanently
in contact with its neighbors. Tolerances exposes these values:
WorldDef.restitutionThreshold (1 m/s), WorldDef.hitEventThreshold
(1 m/s), WorldDef.maxContactPushSpeed (3 m/s),
WorldDef.maximumLinearSpeed (400 m/s) and BodyDef.sleepThreshold
(0.05 m/s) are absolute in the same way, but they are per world or per body,
so they can simply be set.
When a world genuinely cannot be laid out at that scale, tell Box2D how many
of your length units make up a meter and every tolerance above moves with it:
awaitinitializeForge2D(lengthUnitsPerMeter: 100);
A good rule of thumb is to pass the height of your player character. You are
then on the hook for gravity, densities and forces being sensible at that
scale. For a length scale factor of S, velocities and accelerations scale
by S, masses by S², forces and impulses by S³ and torques by S⁴,
while densities, friction, restitution and damping stay as they are. Scaling
lengths and gravity together leaves the timing of the simulation unchanged.
The length unit is process-wide and cannot change once a World exists,
which is why it is set through initializeForge2D.
Performance
The standard bench2d benchmark
(a 40-high pyramid of boxes, 256 frames), on the same machine:
Engine
ms/frame (mean)
forge2d 0.14 (pure Dart port)
9.37
forge2d with native Box2D v3
0.51
Migrating from forge2d 0.14
Forge2D 0.15 is a ground-up rewrite on the Box2D v3 API. For the full
walkthrough, see the Forge2D migration
guide.
The high-level concepts map as follows:
Dart 3.12+ and a C toolchain are required, see Requirements.
This is usually the biggest practical hurdle of the upgrade.
On the web, await initializeForge2D() has to run before the first
World is created. On native it is a no-op (the backend is created
lazily), but cross-platform code should always await it.
World, Body, Shape, Chain, and joints are value-like handles over
native ids rather than Dart objects owning their state. Nothing is
garbage collected: destroy things explicitly, and check isValid if a
handle may have outlived what it points at.
Fixture is gone: bodies carry Shapes directly, created with
body.createShape(geometry, ShapeDef(...)) where the geometry is a
Circle, Capsule, Segment, or Polygon. Chains have their own
body.createChain(ChainDef(points: ...)).
EdgeShape is replaced by Segment (standalone) and one-sided chain
shapes for level geometry.
Friction, restitution, and rolling resistance live on
ShapeDef(material: SurfaceMaterial(...)) instead of being fields on the
old FixtureDef.
ContactListener callbacks are replaced by events polled after each
step: world.contactEvents, world.sensorEvents, and
world.bodyMoveEvents. Contact and sensor events are opted in per shape
with ShapeDef(enableContactEvents: true) and
ShapeDef(isSensor: true, enableSensorEvents: true); hit events need
enableHitEvents. Custom filtering is a world.customFilterCallback.
Query and ray-cast callback classes are gone: world.castRayClosest,
world.castRayAll, and world.overlapAabb return their results
directly, and world.castRay takes a plain closure. AABB is now
Aabb.
Joints are created with type-specific methods such as
world.createRevoluteJoint(RevoluteJointDef(...)), and the set is now
distance, filter, motor, mouse, prismatic, revolute, weld, and wheel.
Gear, pulley, rope, friction, and constant-volume joints do not exist in
Box2D v3.
Rotations are a Rot rather than a raw angle: BodyDef(rotation: ...)
and body.setTransform(position, rotation) take one, built with
Rot.fromAngle(radians). body.angle still reads back a double.
body.applyForce and body.applyLinearImpulse take the point of
application as a named argument, applyForce(force, point: ..., wake: true), and applying at the centre of mass is just leaving point out.
applyForceToCenter is gone.
DebugDraw is an abstract class you implement and pass to
world.draw(debugDraw), with colors as 0xRRGGBB ints.
The particle system (LiquidFun) is not part of Box2D v3 and has been
removed; stay on forge2d 0.14 if you depend on it.
Worlds default to subStepCount: 4 in step instead of velocity and
position iterations.
A bare World() now has the Box2D default gravity of (0, -10); the old
API defaulted to zero gravity. Top-down games should pass
World(gravity: Vector2.zero()).
Destroying bodies, shapes, chains, or joints while the world is stepping
(from a collision callback) is deferred until the step ends; creating
them mid-step throws a StateError instead of the old silent queueing.
world.destroy() itself is not deferred and throws mid-step.
Timeline
Box2D was first written in C++ and released by
Erin Catto in 2007, and it is still
actively maintained.
A few years after that Lukas Klingsbo
refactored the code to better follow the Dart standard and the project was
renamed to Forge2D.
Since Box2D v3 rewrote the engine in C with a first-class embedding API,
Forge2D moved from being a port to being bindings: the same idiomatic Dart
surface, powered by the real engine.
There have also been countless other contributors which we are very
thankful to!
Credits
The Flame engine team who
is continuously working on maintaining and improving Forge2D.
Erin Catto for Box2D itself, which this
package embeds.
Special thanks to Lukas Klingsbo, a Flame
team member who took this project under his wing and greatly improved
the project!
The Dart port of Box2D that
earlier versions of Forge2D were built on.