Hello everyone, I have been working on a 2-D Physics Engine written in Blitz3D mostly for practice, experience, and well learning the throws of programming a Physics Engine.
Thus far I have completed a very simple rigid body engine which includes some simple collision detection. I have read a significant amount of material related to physics programming and collision detection, and from that I constructed this engine.
Since the engine is mostly for educational and entertainment purposes here is a link to the source.
I would like to round up a small group of people to discuss my code and techniques to better the engine and all of our knowledge. Anyone who's interested feel free to ask.
If your interested in what iv'e done so far and see ways it can be improved also feel free to make any suggestions or comments.
Criticism is welcomed =D. and much appreciated.
I realize I made a few mistakes in my calculations solving for the true mass of a pointmass since I am using inverse mass to make objects with infinite mass such as map objects and such and so I corrected it.
an imass is simply the reciprocal of the mass you want
imass = 1/mass
and the function GetMassPointmass(p.Pointmass) is where the problem was
originally it solved it this way
then i realized this gives me 1 no matter what mass *duhh!*
so it is now
mass = 1/imass
and a few other changes were made. Just figured i would let thy world know of my stupidity =D.
Group! Please! Cometh to me!
Group wanted for Blitz3D physics Engine
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