Maul3D documentation
Using the engine
- Getting started: the object model, ids, units, scale and the integration checklist.
- Determinism and the step: what is bit for bit, the step, the task interface and derived data.
- Bodies and shapes: forces, body control, materials, compounds, the overlap family, heightfields, filters and continuous collision.
- Queries, events and introspection: sensors, contact and hit events, the pre-solve veto, queries, the debug draw and the counters.
- Joints: every joint type, drives, breakage, the wheel joint, the servo weld, gears and pulleys.
- Snapshots and rollback: the snapshot, restore, and lockstep and rollback networking.
- The journal and replay files: recording a session, replaying it and the replay container.
- Destruction and voxels: voxel chunks, fracture and explosions.
- Vehicles: raycast vehicles and the drivetrain.
- The character controller: the character, the rigid character recipe and stance.
- Soft bodies: cloth and soft bodies, their depth and their fields.
- Water volumes: buoyancy and drag.
- Limits and capacities: every magnitude limit and capacity.
- Samples: small complete programs.
- Bindings: the C# binding and the Godot starter kit.
- The API reference: every public function, generated from the headers.
How it works
Running the project
- Development: the toolchain, the presets, the tests, the golden values and finding where two runs part.
- Checks: what verifies a change, locally and in CI.
- Release: how a release is made and checked.
- The changelog: every release and what changed.