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2D rigid body physics engine

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Uploaded by on Dec 11, 2007

NOTE: more recent videos:
http://www.youtube.com/watch?v=IzuShHTcp4U
http://uk.youtube.com/watch?v=LnvtZn2agmA

This is the state (as of Dec 07) of my third year Computer Science project written in C++

Currently, the bodies don't rotate at all, but everything else is working much better than I expected.

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Uploader Comments (Draknek)

  • what collision detection algorithm did you use? SAT? is this like if(ob 1 collides with ob 2) ob2 start moving in direction of ob 1 or something like that?

  • @meming4 Yes, the collision detection uses SAT. The collision resolution uses the normal from SAT as the direction in which to change the object's velocities.

    My later videos have rotating bodies which makes the collision resolution more complicated but the collision detection is still SAT.

  • @Draknek can you Give me a little sample code? maby just a formula? thnx

  • @meming4 For objects without rotation, look up "particle physics".

  • Wow, I'm 2nd year CS and we're studying databases :(

    Also good to see you're using Ubuntu. Apparently.

  • If you want to do something really interesting, you may have do it yourself in your own time.

    That said, I don't know what your course is like but this was for my third year project, which was basically allowed to be anything we wanted.

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  • i'm new at this... but i try to figure out certain formulars for it, (already got spheare collisions to work using this pytaghorean formular and distance checking etc), would you mind giving me the formular / way you u did use for making the program being able to detect the local x and y coordinate for each polygon? I'd be sooooooo glad :)

    have a nice day

    hrsitcom

  • Actually, this isn't an engine. Just an application.

  • not much like 'phun'

  • Probably he hasn't read much from Dijkstra.

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