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.
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
- 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)
- Create a PyPI account if you don't have one.
- 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
- PyPI project name:
- 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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