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!
Comments 3
just how? is this bullet3 or are u using a framework at all? this is so comprehensibly hard i cant even start to realize fr, this compared to my engine’s physics makes them look like a toy lmao. good job on this
i did make the physics engine, and it is pretty cool on relatively small scenes like this, but when you have a lot of particles (especially when theyre connected together with springs, like a super high density cloth), it can get super unstable, and super laggy.
another HUGE drawback (especially for games) is it can only actually simulate circles and spheres, because verlet integration doesnt really work that great with rigidbodies (without being a lot more complicated than euler integrated rigidbodies). the best way to create something similar in my engine is to create a bunch of points connected together with rigid sticks, but that can only check for collisions on the vertices of the body, so its just a lot better suited for softbodies and stuff like that. using libraries like bullet or jolt is definitely a lot better for the vast majority of things. but those are pretty big projects so i cant and dont really need to compete anyway
holy macaroni that comment was way too long
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