Not long ago, I was wondering what to add to a re-birth of one of my old projects. I decided to make a rigid-body physics engine. The result was immediate. The boxes I used as test objects didn't work right. They still don't work perfectly, but they do work well enough for most games.
Things it includes:
Impulse-based collision response.FrictionElasticityDensity able to be setReal-time collision detectionAngular velocityThings it needs that I have identified:Better impulse responseImprovement of collision detection engine (again, one I made by myself)Prevent stacked objects from pushing into other objects.Link to current demonstration (as of 09132007):Download (195 Kb)Note: Click to add a new box to the simulation.<a href="http://64digits.com/users/Gamer3D/PhysicsScreen0000.png"><img src="http://64digits.com/users/Gamer3D/PhysicsThumb0000.png"></a>
I would appreciate any praise, bug reports, helpful (and even a reasonable amount of unhelpful) criticism, and advice.
will this be featured on the examples section?
@All the GMPhysics comments - I know it isn't as good as GMPhysics. GMPhysics utilizes AGEIA's PhysX engine.
@Shork - Good idea. I'll see what I can do.@mazimadu - It might be when it's done.lol nicely done :) - I wonder how you build your collision detection any chance you give a (small) hint? :P
Am I really THAT negative?
@paul23 - Here's your hint: <a href="http://en.wikipedia.org/wiki/Separating_axis_theorem">Separating Axis Theorem</a>
@ChIkEn - Yes, you really are that negative.its nice but it easily gets stuffed up