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I've been implementing a 2D physics sim myself, I'd take be interested to hear more about different approaches. For example one that can handle the creation of
by saboot 4y ago
I've been implementing a 2D physics sim myself, I'd take be interested to hear more about different approaches. For example one that can handle the creation of more objects and handles friction accurately.
- Stevvo 4y agoSome years ago I did a project with LiquidFun; https://google.github.io/liquidfun/ https://google.github.io/liquidfun/ It was an interactive art thing for kids; had a TV with a maze of transparent PVC pipes mounted on the front with valves (rotary encoders inside). The kids would open and close the valves, and watch the flow of water be redirected on the TV behind.
- cyber_kinetist 4y agoWell, it’s a pretty huge topic. I recommend taking a look at the SIGGRAPH course notes on contact and friction simulation: https://siggraphcontact.github.io/ https://siggraphcontact.github.io/ Also, look at some recent papers on SIGGRAPH and SCA, such as: - https://matthias-research.github.io/pages/publications/PBDBodies.pdf https://matthias-research.github.io/pages/publications/PBDBo... - https://mmacklin.com/primaldual.pdf https://mmacklin.com/primaldual.pdf - https://arxiv.org/pdf/2201.10022.pdf https://arxiv.org/pdf/2201.10022.pdf Note that these are all cutting-edge stuff, and most physics simulations in production still use more traditional methods (which you can learn from Box2D’s source code and related GDC slides). The links: - https://github.com/erincatto/box2d https://github.com/erincatto/box2d - https://box2d.org/publications/ https://box2d.org/publications/
- saboot 4y agoThank you very much! This is great stuff, I have definitely found it overwhelming.