Wow this is quite neat. Is python relatively easy to learn and make simple physics simulations? I'll be taking a general CS course in python soon and I have no experience in programming outside of a little java many years ago. Any suggestions on how to get a good grasp with it?
@Lavabug Thanks! Well, Python was my first language, and this physics engine is pretty much the first thing I made with it, because when I started to programming I wanted to make games. As for good tutorials, I didn't really go far beyond the official one, which is very good. To fill the holes it left, I looked at code from other games on the Pygame site. They're far from good code, but interesting. For some good examples of Python in visual applications, look at the Pyglet source code.
@Lavabug To sum it up, get the basics from the official tutorial, and then start looking at what others are writing. Open source is great for learning!
Thanks! Are you talking about the "guide for non-programmers" on the site or something else? (looks like it was pulled from some Oxford course plan) Looks pretty good to me, really helpful so far.
@Lavabug On python.org/doc/ the link that just says "Tutorial" for your version of Python. It doesn't really hold your hand with tons of examples, but it's a fast way into the language. If you remember a bit from Java, you can follow it :)
can i borrow some of your coding? I want to make something similar to Pivot Stick Figure animaotr only than for film producers as a storyboard/post production thing
Ah. Very nice! I think I am going to download your source code and use it for what I'm learning. Just picked up Python last night and am in process of learning it! Thanks for the contribution =3
Is Python your first language? If so you're probably fine learning from my old Python stuff, but note that at the time of writing this code I was quite a beginner, if you've already got some programming experience there are better examples of good Python out there!
Well, it depends. The "physics engine" term is pretty loose, a physics engine could for instance be just a script that prevents a character from falling through a platform. The maths there is just checking if the character y is lower than the platform y. In my engine, which is a so-called soft body physics engine, the main component is springs which connect masses, which can be arranged into many shapes. The really heavy maths are pretty much limited to rigid body engines.
Yep, it wasn't physically correct. It's from half an year ago though: you might want to check the latest collision demo!
By the way yes, I coded my own physics engine. You can download that and the most recent implementation of it on the Pygame site, under the name PolyPlay!
Wow this is quite neat. Is python relatively easy to learn and make simple physics simulations? I'll be taking a general CS course in python soon and I have no experience in programming outside of a little java many years ago. Any suggestions on how to get a good grasp with it?
Lavabug 1 year ago
@Lavabug Thanks! Well, Python was my first language, and this physics engine is pretty much the first thing I made with it, because when I started to programming I wanted to make games. As for good tutorials, I didn't really go far beyond the official one, which is very good. To fill the holes it left, I looked at code from other games on the Pygame site. They're far from good code, but interesting. For some good examples of Python in visual applications, look at the Pyglet source code.
eFFeeMMe 1 year ago
@Lavabug To sum it up, get the basics from the official tutorial, and then start looking at what others are writing. Open source is great for learning!
eFFeeMMe 1 year ago
@eFFeeMMe
Thanks! Are you talking about the "guide for non-programmers" on the site or something else? (looks like it was pulled from some Oxford course plan) Looks pretty good to me, really helpful so far.
Lavabug 1 year ago
@Lavabug On python.org/doc/ the link that just says "Tutorial" for your version of Python. It doesn't really hold your hand with tons of examples, but it's a fast way into the language. If you remember a bit from Java, you can follow it :)
eFFeeMMe 1 year ago
how did you calculate this?
meming4 1 year ago
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ahmd1431 1 year ago
this looks so awesome!
GerbrandThunder1 2 years ago
Nope. There are tons of engines which would do those better than mine ever could :) (Chipmunk, for example)
eFFeeMMe 2 years ago
can i borrow some of your coding? I want to make something similar to Pivot Stick Figure animaotr only than for film producers as a storyboard/post production thing
Fangornmmc 2 years ago
Sure, go ahead. The source to versions of PolyPlay up to 1.4 are on the Pygame site. PolyPlay 1.3 is probably the most interesting.
eFFeeMMe 2 years ago
Ah. Very nice! I think I am going to download your source code and use it for what I'm learning. Just picked up Python last night and am in process of learning it! Thanks for the contribution =3
GOBFilms 2 years ago
I'm glad you like it!
Is Python your first language? If so you're probably fine learning from my old Python stuff, but note that at the time of writing this code I was quite a beginner, if you've already got some programming experience there are better examples of good Python out there!
eFFeeMMe 2 years ago
Phisical engine? phi - I wrote my phisical engine in my own. You can see it how to create such engine step by step in my movies. bye, bye
artilekt 2 years ago
Looks a bit glitchy but nice!
crazyfuturamafreak 3 years ago
where I can get it? kinda useful with rabbyt or pyglet
MenkoDany 3 years ago
Do you think you could put a link to the source of your program?
besktrap 3 years ago
How do physics engines work? Just extremely complicated maths?
Minidrags 3 years ago
Well, it depends. The "physics engine" term is pretty loose, a physics engine could for instance be just a script that prevents a character from falling through a platform. The maths there is just checking if the character y is lower than the platform y. In my engine, which is a so-called soft body physics engine, the main component is springs which connect masses, which can be arranged into many shapes. The really heavy maths are pretty much limited to rigid body engines.
eFFeeMMe 3 years ago
The only thing that looks unrealistic is the way the collisions increase the kinetic energy of the objects, at the very end of the clip.
Max11551 3 years ago
Yep, it wasn't physically correct. It's from half an year ago though: you might want to check the latest collision demo!
By the way yes, I coded my own physics engine. You can download that and the most recent implementation of it on the Pygame site, under the name PolyPlay!
eFFeeMMe 3 years ago
That's looking pretty sweet. You didn't use a physics engine and hand-coded the physics stuff?
Max11551 3 years ago
The collision resolving need to be fixed! But I can't say anything, becouse I just know how to resolve circle-circle collisions =P
msndokaralho 4 years ago
Could you post the source somehow?
thepopasmurf 4 years ago
Done, kinda! Check the video info.
eFFeeMMe 4 years ago
Cheers, I'll have a look
thepopasmurf 4 years ago
Technex, I seem to be Rolo.
CameroonLoser 4 years ago
Sweet!
bajan13k 4 years ago
Uhm, which problem? Inexact collision reaction code?
eFFeeMMe 4 years ago
Yes why? :P Who are you?
TechnexLOL 4 years ago
Technex? you still alive?
CameroonLoser 4 years ago
It's awesome dude :D!
TechnexLOL 4 years ago