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pydamics

A small, chainable-syntax 2D physics engine for Python. 3D support planned.

Install

pip install pydamics          # once published to PyPI
# or, from source:
pip install -e .

Usage

pydamics works two ways. Use whichever fits your project.

1. With the built-in Entity class

from pydamics import Entity, World

ball = Entity(mass=2.0, position=(0, 10))
ball.physics2d.gravity(force=9.8)
ball.physics2d.fluid(density=1.2, drag=0.3)

world = World()
world.add(ball)

# Option 1: step it yourself
for _ in range(120):
    world.step(dt=1/60)
    print(ball.position)

# Option 2: let the engine run itself on a background thread
world.run(dt=1/60)
...
world.stop()

2. As an extension on YOUR OWN class

pydamics doesn't force an Entity/World object model on you. If you already have your own classes, three equivalent ways to make an object physics-capable -- pick whichever fits how you write your classes:

import pydamics
from pydamics import World

class Spaceship:
    def __init__(self, name):
        self.name = name          # your own attributes, untouched

# (a) function call -- no inheritance required
ship = pydamics.attach(Spaceship("Falcon"), mass=1500.0, position=(0, 20))

# (b) mixin -- inherit and call super().__init__()
class Spaceship(pydamics.PhysicsObject):
    def __init__(self, name, **physics_kwargs):
        super().__init__(**physics_kwargs)
        self.name = name
ship = Spaceship("Falcon", mass=1500.0, position=(0, 20))

# (c) decorator -- no inheritance, no manual call
@pydamics.physics_class(mass=1500.0, position=(0, 20))
class Spaceship:
    def __init__(self, name):
        self.name = name
ship = Spaceship("Falcon")

ship.physics2d.gravity(force=9.8)

world = World()
world.add(ship)   # World.add() checks pydamics.has_physics(ship) and
                   # raises a clear TypeError if you forgot to attach()
world.step(dt=1/60)

Entity is just a thin convenience wrapper around attach() -- use whichever suits how you're structuring your project.

3. One unified entry point: classify() + kind_of()

attach()/solidify()/fluidify() are three different verbs to remember. classify() is a thin dispatcher over all three -- pick a kind (or a list of them) instead:

import pydamics
from pydamics import World

pydamics.classify(ship, kind="rigid", mass=1500.0, position=(0, 20))
pydamics.classify(platform, kind=["rigid", "solid"], mass=50.0, position=(0, 0))  # both at once
pydamics.classify(droplet, kind="fluid", mass=1.0, position=(0, 5))

pydamics.kind_of(ship)  # -> frozenset({"rigid"})

It works as a plain call (classification already happened by the time you get the return value) or as a with-block for grouping setup visually -- __enter__ just hands back the object itself:

with pydamics.classify(platform, kind=["rigid", "solid"], mass=50.0, position=(0, 0)) as cfg:
    cfg.physics2d.mass(9).velocity(0, 0)
    cfg.seo.solid(width=8, height=1)

Passing a property that doesn't apply to the requested kind raises a clear error instead of silently doing nothing -- e.g. mass= with kind="solid" alone (no "rigid") raises TypeError, since a pure solid never gets a .physics2d namespace or gets integrated by world.step().

classify()/kind_of() don't replace attach()/solidify()/ fluidify() -- those work exactly as before; classify() is additive sugar on top.

Attachable forces (obj.physics2d)

Method Description
.gravity(force=9.8, direction=None) Constant acceleration in a direction (default: down)
.fluid(density=1.0, drag=0.1) Velocity-proportional drag (air/water resistance)
.friction(coefficient=0.3, normal_force=9.8) Kinetic friction opposing motion
.spring(anchor, stiffness=10.0, rest_length=1.0, damping=0.1) Hooke's-law spring toward a point or another physics object (anchor can be moving)
.wind(force=2.0, direction=None, gust=0.0) Constant directional acceleration, optionally gusting
.attractor(target, strength=50.0, min_distance=0.1) Inverse-square pull toward a point/object (orbital-style gravity)
.vortex(center, strength=20.0, min_distance=0.1) Tangential swirling force around a point
.buoyancy(zone, radius=0.4, gravity=9.8) Archimedes-style float/sink force inside a FluidZone
.gas(zone) Constant x-only push inside a GasZone -- deliberately minimal (no drag/gust/y)
.custom(force) Attach your own Force subclass
.remove(force) Detach a previously attached force
.clear() Detach all forces

Every attach method returns the Force object, so you can hold onto it and remove/tweak it later:

g = ball.physics2d.gravity(force=9.8)
ball.physics2d.remove(g)

Chainable setters

Update state after construction -- each returns self so they stack:

ball.physics2d.mass(9).velocity(0, 0).position(3, 4)
Method Description
.mass(value) Update mass
.position(x, y) Update position
.velocity(x, y) Update velocity
.restitution(value) Update collider bounciness -- requires .collider() already called, raises RuntimeError otherwise
.radius(value) Update collider size -- same requirement
.static(bool) Toggle whether a collider is static -- same requirement

Collision

ball.physics2d.collider(radius=0.4, restitution=0.7)   # bouncy
wall.physics2d.collider(radius=0.5, restitution=0.5, static=True)  # never moves

World.step() automatically detects and resolves overlaps between any entities that have a .physics2d.collider(...) -- impulse-based, with a restitution (bounciness) you set per object; the lower of the two objects' restitution values is used per collision.

Box colliders

crate.physics2d.collider(shape="box", width=1.5, height=1.5, restitution=0.3)

Oriented (rotated) boxes, not just axis-aligned -- a box collider follows the entity's .angle, so spin it like anything else (torque, an off-center hit, .angle/.angular_velocity directly) and collision keeps working correctly. Uses SAT (separating axis theorem) under the hood. Every combination works: box-vs-box, box-vs-circle, and box-vs-SEO-solid (box or circle), including corner-only contact between two rotated boxes.

Layers and masks

Filter what collides with what:

bullet.physics2d.collider(radius=0.1, layer="player_bullet", collides_with={"enemy"})
enemy.physics2d.collider(radius=0.5, layer="enemy")
wall.physics2d.collider(radius=1.0, layer="wall")

collides_with=None (the default) collides with everything regardless of layer. When set, filtering is symmetric-AND: a pair only collides if each side's collides_with (when set) includes the other's layer — so the bullet above hits the enemy but passes straight through the wall. .seo.solid() takes the same layer/collides_with kwargs.

Collision events

world.on_collision(lambda a, b, point, normal, impulse: print(f"{a} hit {b}"))
ball.physics2d.on_collision(lambda other, point, normal, impulse: print("I got hit"))

Fires once per step for every collision actually resolved (entity-entity or entity-vs-solid). world.on_collision's normal points from a to b; the per-object .physics2d.on_collision gets a normal pointing away from the other object (i.e. "the direction I got pushed").

Raycasting

"What's the nearest thing along this line?" -- for line-of-sight checks, click-to-select, laser/projectile logic:

hit = world.raycast(origin=(0, 0), direction=Vec2(1, 0), max_distance=50)
if hit:
    print(hit.entity, hit.point, hit.distance, hit.normal)

hits = world.raycast_all(origin=(0, 0), direction=Vec2(1, 0), max_distance=50)
# every hit along the ray, nearest first

Works against both entities and SEO solids, circle or box shapes (respecting rotation), and takes an optional collides_with set for the same layer filtering as collision. direction doesn't need to be normalized. Pathfinding built on repeated raycasts is out of scope here -- that's app/AI-layer logic, not physics.

Spatial queries

"Give me everything within this radius/rect" -- for AOE damage, aggro range, minimap/radar logic:

nearby = world.query_radius(center=(0, 0), radius=50)
in_box = world.query_rect(min_point=(0, 0), max_point=(100, 100))

Checks entity .position against the region (not collider-shape-aware) -- matches the simple "who's nearby" check most of this kind of logic actually wants. Uses the same spatial hash as collision broad-phase.

Trigger / sensor zones

Overlap detection with on_enter/on_exit callbacks, but no collision response — nothing bounces off a trigger. Good for checkpoints, pickups, aggro radii, damage zones:

zone = pydamics.TriggerZone(position=(10, 0), radius=2.0,
                             on_enter=lambda e: print("entered!"),
                             on_exit=lambda e: print("left!"))
world.add_trigger(zone)

Pass radius for a circular zone or width+height for a rectangular one. Entities are checked against their .position (treated as a point, ignoring any collider radius) — matches the simple "is this point inside this zone" check most games actually want. Callbacks fire once per transition, not every frame while inside/outside; if an entity is already inside on the first check (e.g. it spawned there), on_enter fires then.

Sleep / deactivation

Skip integrating objects that have settled, for performance:

ball.physics2d.sleep_threshold = 0.05   # velocity below this -> eligible to sleep
ball.physics2d.is_sleeping              # read-only
ball.physics2d.wake()                   # force it awake immediately

sleep_threshold defaults to None (sleeping disabled) — opt-in only, so nothing changes unless you set it. Once velocity stays below the threshold for half a second, the object stops getting force-computed and integrated entirely, but still participates in collision detection — a moving object hitting a sleeping one wakes it automatically. Set sleep_threshold = None again to disable sleep and wake it.

Orientation — angle, angular velocity, torque

Every Entity/attach()-ed object has rotational state alongside its linear position/velocity, integrated with the same velocity-Verlet scheme:

ball = Entity(mass=1.0, position=(0, 10), angle=0.0, angular_velocity=0.0,
              moment_of_inertia=None)   # defaults to mass * 0.5
ball.physics2d.torque(magnitude=5.0)    # steady torque, returns a Torque you can remove
ball.physics2d.remove_torque(t)

Defaults are a complete no-op — angle/angular_velocity never change unless you apply torque or an off-center collision imparts spin. That second part only actually happens for box solids, not circles: since the collision normal is always computed from the contact point toward a circle's own center, a circular mover's lever arm is always exactly parallel to its own impulse (cross product is provably always zero) — matching real frictionless sphere physics (no tangential/friction impulse is modeled here). A physicsified box hit away from its center, though, picks up genuine torque, since a box's geometry isn't radially symmetric.

SEO — Solid Environment Objects

For solid geometry (platforms, walls, floors) that things collide with, .seo works whether or not the object is also physics-capable:

import pydamics

# a plain object, made purely static/solid -- doesn't need attach()
class Platform:
    pass

platform = Platform()
pydamics.solidify(platform, position=(0, 0))
platform.seo.solid(width=8, height=1, restitution=0.4)

world.add_solid(platform)   # register it for collision (not world.add() --
                             # it isn't physics-capable, so world.add()
                             # would reject it)

If the object is ALSO physics-capable (attach()-ed or an Entity), it becomes a "physicsified" solid: movable/affected by forces, but still solid -- e.g. a platform that falls under gravity but still carries a ball resting on top of it. Physicsified solids just go through the normal world.add() -- they're auto-detected as solids too, no need to also call add_solid().

platform = pydamics.attach(Platform(), mass=50.0, position=(0, 10))
platform.physics2d.gravity(force=2.0)
pydamics.solidify(platform)          # reuses the position attach() set
platform.seo.solid(width=8, height=1)
world.add(platform)                  # physics-capable -> world.add(), not add_solid()

.seo.solid() accepts either width+height (rectangle) or radius (circle). Like physics attachment, solidify() has mixin/decorator equivalents too -- pydamics.SolidObject (inherit + super().__init__()) and @pydamics.solid_class(position=...).

Fluid dynamics

Two different scopes, depending on what you need:

FluidZone (buoyancy) — lightweight: a rectangular region entities float or sink in, via .physics2d.buoyancy(zone) (see the forces table above). density is relative to your entities' own effective density (mass / (pi * radius^2)) — not a literal real-world kg/m³ value; pick values relative to what your entities' mass/radius actually imply, or you'll get correctly-extreme (but probably undesired) results, the same way a helium balloon dropped in water would rocket upward in real life.

pool = pydamics.FluidZone(min_point=(-5, 0), max_point=(5, 5), density=1.8, drag=1.5)
cork.physics2d.buoyancy(zone=pool, radius=0.3)

GasZone (minimal air push) — deliberately much simpler than FluidZone: no buoyancy, no drag, no gust, no y-component or direction vector. Just a constant push along x for anything inside, via .physics2d.gas(zone). Requesting kind="gas" through classify() also gives the object .physics2d (a "rigid" classification comes along with it), since the push is a Force like any other:

wind_tunnel = pydamics.GasZone(min_point=(-10, -10), max_point=(10, 10), force=5.0)
puff = pydamics.classify(MyParticle(), kind="gas", mass=0.2, position=(0, 0)).obj
puff.physics2d.gas(wind_tunnel)

FluidSystem (full SPH) — real smoothed-particle-hydrodynamics: particles with density/pressure/viscosity computed from their neighbors, genuinely fluid-like behavior. Its own particle system (not the Entity/physics2d model, since SPH forces are inherently pairwise), and uses a spatial hash internally so it scales past a few hundred particles:

from pydamics import FluidSystem, Vec2

fluid = FluidSystem(smoothing_radius=1.0, rest_density=1000.0, stiffness=150.0)
fluid.add_particle(position=(0, 5))          # built-in particle
# ... add more particles ...

world.add_fluid_system(fluid, gravity=9.8)   # steps alongside world.step()
# or drive it yourself:
fluid.step(dt=1/120, gravity=9.8)
fluid.apply_bounds(Vec2(-5, 0), Vec2(5, 10))  # optional container walls

Using your own class as a fluid particle — mirrors attach()/solidify():

class WaterDroplet:
    def __init__(self, name):
        self.name = name

droplet = pydamics.fluidify(WaterDroplet("drop1"), mass=1.0, position=(0, 5))
pydamics.is_fluid(droplet)   # True -- check whether something's fluid-capable
fluid.add(droplet)            # register it directly (fluid.add_particle() only
                               # makes built-in FluidParticle instances)

Also has mixin (pydamics.FluidObject) and decorator (@pydamics.fluid_class(...)) equivalents, same pattern as physics/SEO.

Performance

Both collision (entity-entity) and SPH neighbor search use a uniform grid spatial hash internally instead of a naive O(n²) scan — roughly O(n) for reasonably spread-out scenes instead of quadratic. This is an implementation detail, not an API change; pydamics.SpatialHash is exposed if you want it for your own pairwise-interaction code.

Integration

Uses Velocity Verlet integration (not simple Euler, not full RK4) — it's the standard for force-based particle sims: stable, and integrates naturally with drag and collision impulses.

Tests

pip install -e ".[dev]"
pytest tests/

Visualization

Rendering (matplotlib GIFs, interactive pygame windows) lives in a separate companion package so this core library stays dependency-free:

pip install pydamicsvisual

See pydamicsvisual for details.

Roadmap

Further out:

  • 3D physics namespace (entity.physics3d)
  • Polygon collision shapes beyond boxes; capsule colliders (deliberately cut from v0.5.1 -- not as well-specified as boxes were)
  • Joints/constraints (pin, distance, fixed, rope) -- likely its own v0.6.0, this is a bigger undertaking than anything above (iterative constraint solver)
  • Tangential/friction impulses (would let circular movers pick up spin from off-center contact, not just boxes)
  • Pathfinding built on raycasting (deliberately out of scope for the physics engine itself -- app/AI-layer logic)

Publishing (for maintainers)

1. Push to GitHub

git init
git add .
git commit -m "Initial commit: pydamics 2D physics engine"
git branch -M main
git remote add origin https://github.com/<your-username>/pydamics.git
git push -u origin main

The .github/workflows/tests.yml workflow will auto-run the test suite on every push.

2. One-time PyPI setup (Trusted Publishing — no API tokens needed)

  1. Create a PyPI account if you don't have one.
  2. Go to pypi.org → Your account → Publishing and add a new "trusted publisher":
    • PyPI project name: pydamics
    • Owner: <your-github-username>
    • Repository name: pydamics
    • Workflow name: publish.yml
    • Environment name: pypi
  3. In your GitHub repo, go to Settings → Environments and create an environment named pypi (this matches the workflow file — no secrets needed, trusted publishing handles auth).

3. Ship a release

Bump the version in pyproject.toml, commit, then on GitHub: Releases → Draft a new release → tag v0.1.0 → Publish release.

That triggers .github/workflows/publish.yml, which builds the package and uploads it to PyPI automatically. From then on, anyone can:

pip install pydamics

License

Kiko Python Software Studio License (MIT-based, with additional usage terms) -- see LICENSE. In short: free to use, modify, and ship in your own commercial or non-commercial projects, but credit pydamics/Kiko Python Software Studio somewhere reasonable (a README/about/credits screen), don't claim you authored the engine itself, and don't use it to build malicious or NSFW content. This is not the plain MIT License and isn't OSI-approved open source, due to the added restrictions -- see the LICENSE file for the exact terms.

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