📄️ Jitter World
An instance of the Jitter World class contains all entities in the physics simulation and provides the World.Step method to advance the simulation by a single time step.
📄️ Rigid Bodies
Rigid bodies represent the main entity of the dynamics system of the engine.
📄️ Shapes
Shapes in Jitter define how the rigid body collides with other objects.
📄️ Constraints
Constraints constraint various degrees of freedom of rigid bodies.
📄️ Dynamic tree
The dynamic tree in Jitter holds instances which implement the IDynamicTreeProxy interface.
📄️ Collision Filters
There are three types of collision filters in Jitter: world.DynamicTree.Filter, world.BroadPhaseFilter and world.NarrowPhaseFilter.