{"repo":"zig-gamedev/zphysics","free":true,"listed":false,"github":"https://github.com/zig-gamedev/zphysics","clone":"git clone https://github.com/zig-gamedev/zphysics.git","description":"Zig build package, bindings and C API (JoltC) for https://github.com/jrouwe/JoltPhysics","language":"C++","stars":84,"topics":["3d","bindings","gamedev","jolt-physics","physics","simulation","zig"],"license":"MIT","category":"game-templates","readme_excerpt":"zphysics Zig build package, bindings and C API for Jolt Physics. For a simple sample applications please see here. Getting started Example build.zig : Now in your code you may import and use zphysics : Usage in a shared library The joltc artifact can be built as a shared library by specifying the shared build option: If your zig module uses zphysics and is itself part of a shared library that is reloaded at runtime, then some additional steps are required: - Before unloading the shared library, call preUnload to export the internal global state - After reloading the shared library, call postReload to import the internal state and update allocator vtables If you use registerTrace or registerAssertFailed , these must also be called again to update their function pointers.","default_branch":null,"files":null,"tree":[],"storefront":"/r/zig-gamedev","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/zig-gamedev/zphysics/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}