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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, attach() makes any object of yours physics-capable in place -- no inheritance required:

import pydamics
from pydamics import World

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

ship = Spaceship("Falcon")
pydamics.attach(ship, mass=1500.0, position=(0, 20))
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.

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)
.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)

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
.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)

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.

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).

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)

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):

from pydamics import FluidSystem, Vec2

fluid = FluidSystem(smoothing_radius=1.0, rest_density=1000.0, stiffness=150.0)
fluid.add_particle(position=(0, 5))
# ... 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

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

  • 3D physics namespace (entity.physics3d)
  • Polygon collision shapes (currently circles + AABB boxes only)
  • Spatial hashing for SPH/collision broad-phase (currently naive O(n²), fine to a few hundred objects)

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

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