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FPEeee

  • 8 Devlogs
  • 55 Total hours

Funky Physics Engineee! A 2D/3D verlet physics engine that supports distance constraints, springs, and circle-circle collision, all in C for superb interoperability.

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9h 31m 36s logged

Devlog #8:

I added a function that generates wheels (kinda lame), but I also added a GitHub action that automatically compiles and pushes my commits to my GitHub pages so now theres a web demo

also i did just like a ton of testing and playing and stuff which is what pushed it to 9 hours

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Original post
@Duck

Devlog #8:

I added a function that generates wheels (kinda lame), but I also added a GitHub action that automatically compiles and pushes my commits to my GitHub pages so now theres a web demo

also i did just like a ton of testing and playing and stuff which is what pushed it to 9 hours

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12h 14m 29s logged

Devlog 7:

Finally added mass to the engine!
Before now all the particles had the same mass (just implicitly, so basically all of them had a mass of 1), making the small ones super dense.

Took so long because I had to migrate back to 2d in order to make sure the mass was working in 2d (everything was in 3d already so I actually added mass to 3d first), and had to update the 2d rendering for it to be able to render in 3d, but now everything (especially springs), is a lot cooler!

3
Original post
@Duck

Devlog 7:

Finally added mass to the engine!
Before now all the particles had the same mass (just implicitly, so basically all of them had a mass of 1), making the small ones super dense.

Took so long because I had to migrate back to 2d in order to make sure the mass was working in 2d (everything was in 3d already so I actually added mass to 3d first), and had to update the 2d rendering for it to be able to render in 3d, but now everything (especially springs), is a lot cooler!

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3h 31m 30s logged

I added the shape generators back for 3d, now we have ✨ 3D cloth ✨!

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@Duck

I added the shape generators back for 3d, now we have ✨ 3D cloth ✨!

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12h 3m 24s logged

Trying to move to 3D, finally got triangle-sphere collisions working
the edges were by far the hardest part, the sphere-face collision actually wasn’t too hard

the engine wasn’t built for walls to be able to move, but it can handle it semi fine (I’m just having rotating walls for the cool 3d showcase)

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Original post
@Duck

Trying to move to 3D, finally got triangle-sphere collisions working
the edges were by far the hardest part, the sphere-face collision actually wasn’t too hard

the engine wasn’t built for walls to be able to move, but it can handle it semi fine (I’m just having rotating walls for the cool 3d showcase)

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5h 2m 5s logged

Added some functions that generate shapes for you, for example, cloth!

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Original post
@Duck

Added some functions that generate shapes for you, for example, cloth!

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1h 29m 50s logged

not that big but i migrated to the sdl callback system, so it works on emscripten now (can run in browser)
ignore my screen recorder quality

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@Duck

not that big but i migrated to the sdl callback system, so it works on emscripten now (can run in browser)
ignore my screen recorder quality

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5h 33m 35s logged

got circle-circle collision working and with a lot of balls its a bit like a fluid
cleaned up main.c as well too

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Original post
@Duck

got circle-circle collision working and with a lot of balls its a bit like a fluid
cleaned up main.c as well too

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5h 42m 21s logged

includes double pendulum for clout
not actually accurate but looks fine
it uses verlet integration and supports springs as well

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@Duck

includes double pendulum for clout
not actually accurate but looks fine
it uses verlet integration and supports springs as well

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