-
Adapt and further develop currently existing code of collision detection and handling to implement a well defined and segmented physics engine
![imagem](https://user-images.githubusercontent.com/4367…
dffsa updated
3 years ago
-
Has anybody thought of creating a game physics engine with this as all CPU based physics engines are slow for javascript.
-
http://www.cs.cmu.edu/~baraff/papers/sig96.pdf
https://gamedevelopment.tutsplus.com/tutorials/modelling-and-solving-physical-constraints--gamedev-12578
https://code.google.com/p/box2d/downloads/…
-
http://subprotocol.com/verlet-js/
https://github.com/subprotocol/verlet-js
-
The physics engine currently works, but upon adding more things, the machine will start running slow. Here is how it currently works:
1. Begin looping through entities
2. Get the location and dimensio…
-
I've decided to use Box2D as my engines main physics/collision system because it look similar to BulletPhysics and simple to use. I've never release used it for anything so it will be fun getting it i…
-
# Features
- support compliant contact model([Hertz contact theory](http://www.tribonet.org/wiki/hertz-contact-theory/), but this contact model is not a robot model-based!)
# current issues i…
-
The simplest engine for kCSD module (#1)
-
Physics is cool. having mbody and marea is nice for people not needing to build in the physics. because of how things are structured now it may not take that long for porting from plugin to Engine Com…
-
Valkyrien skies aims to be a very complete mod. It would be nice if instead it was two mods, a generic "phsyics core" style mod and a different mod that adds all the recipes and custom ores and stuff.…