Custom Physics Engine

Posted by Gamer3D on Sept. 13, 2007, 3:01 p.m.

Not long ago, I was wondering what to add to a re-birth of one of my old projects. I decided to make a rigid-body physics engine. The result was immediate. The boxes I used as test objects didn't work right. They still don't work perfectly, but they do work well enough for most games.

Things it includes:

  • Impulse-based collision response.

  • Friction

  • Elasticity

  • Density able to be set

  • Real-time collision detection

  • Angular velocity

    Things it needs that I have identified:

  • Better impulse response

  • Improvement of collision detection engine (again, one I made by myself)

  • Prevent stacked objects from pushing into other objects.

    Link to current demonstration (as of 09132007):

    Download (195 Kb)

    Note: Click to add a new box to the simulation.

    <a href="http://64digits.com/users/Gamer3D/PhysicsScreen0000.png"><img src="http://64digits.com/users/Gamer3D/PhysicsThumb0000.png"></a>


    I would appreciate any praise, bug reports, helpful (and even a reasonable amount of unhelpful) criticism, and advice.
  • Comments

    poultry 17 years, 10 months ago

    not bad, not bad.

    Misconstruct 17 years, 10 months ago

    Quite impressive! Reminds me of LittleBigPlanet for some reason… rofl

    Gamer3D 17 years, 10 months ago

    @ChIkEn - Hmm… I think that's the first time I've heard a positive comment from ChIkEn.

    poultry 17 years, 10 months ago

    Next time you might get a good.

    wazu 17 years, 10 months ago

    Sounds interesting… but isn't there already GMPhysics?

    FireflyX 17 years, 10 months ago

    This appears to be quite a smooth running engine, well done.

    Quote:
    Hmm… I think that's the first time I've heard a positive comment from ChIkEn.
    Correction you're the first person to get a positive comment from chicken :p

    marbs 17 years, 10 months ago

    Wow, that's much better than any of my attempts at a physics engine, however I think I will stick with GMphysics =P

    LoserHands 17 years, 10 months ago

    Cool, but not as good as GMPhysics.

    Crane-ium 17 years, 10 months ago

    It's pretty good, but the rectangular box is really glitchy. It's fun to toss up the boxes and let them rain down.

    Also, that's not really a positive comment, but it's probably the first non-negative comment given by ChIkEn.

    Shork 17 years, 10 months ago

    If you can properly mimic field forces, you will have an awesome engine. I have yet to figure out how to accuratly model gravity and electromagnetism in GM. I can get an interaction between two objects adequatly, but I haven't been able to get a multiple object system to work, they run into each other, bounce off, and become so fast that they fly away, which would never happen in real life.