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
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!
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It’s more than a month. Are you still continuing on this?
I’m a physician and working about programming.
What do you say? Is it late?