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2D rigid body physics engine

Alan Hazelden Alan Hazelden·28 videos
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Uploaded on Dec 11, 2007

NOTE: more recent videos:
http://www.youtube.com/watch?v=IzuShH...
http://uk.youtube.com/watch?v=LnvtZn2...

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 (Alan Hazelden)

  • meming4

    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?

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  • Alan Hazelden

    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.

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    in reply to meming4 (Show the comment)
  • meming4

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

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    in reply to Alan Hazelden (Show the comment)
  • Alan Hazelden

    For objects without rotation, look up "particle physics".

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    in reply to meming4 (Show the comment)
  • cyborgtroy

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

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

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  • Alan Hazelden

    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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All Comments (24)

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  • JamAndToe

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

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  • PencilWorld

    not much like 'phun'

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  • Francesco Mastellone

    Probably he hasn't read much from Dijkstra.

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    in reply to crazyfuturamafreak (Show the comment)
  • crazyfuturamafreak

    Let me rephrase:

    Why to make a physics library for other's use, when there already exists a better one?

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