📄️ Unmanaged Memory
The constructor of the world class takes three optional arguments, each with quite large default values:
📄️ World Entities
For a more detailed description of the entities of a world, namely Islands, Shapes, RigidBodies, Constraints, and Arbiters, refer to the corresponding documentation pages.
📄️ Simulation Step
Call world.Step(float dt, bool multiThread = true) to simulate a time step of length dt. Every time world.Step is called, the following phases are performed in the engine:
📄️ Ray Casting
Retrieve information about where a ray, defined by an origin and a direction, hits a target. Generally, the actual hit point can be calculated using the fraction value returned by the appropriate functions using the formula:
📄️ Contact Generation
Jitter exclusively uses algorithms based on the Minkowski sum to detect collisions (available in the NarrowPhase class), i.e., there is no explicit code for the collision of two boxes, for example.