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QuarkPhysics Engine and Godot 4.x Extension

Started by February 08, 2025 06:24 AM
0 comments, last by erayzesen 1 week, 6 days ago

Hello everyone,

I've been developing a 2D physics engine for general-purpose use for about three years. Currently, it supports both rigid body and soft body dynamics, and I plan to add fluid dynamics soon. Of course, I also have many improvements and optimizations planned for the future.

Some technical details:

  • It uses Verlet integration.
  • For BroadPhase, I'm currently using Sweep and Prune (S&P) because I've been very satisfied with its performance. In the future, I plan to combine it with my Spatial Hashing solution.
  • For rigid body dynamics, I use a position-based approach, just like in soft body dynamics, rather than an impulse-based one. I also have some promising prototypes that yield better results in terms of stability and performance, and I hope to implement them over time.

Although I'm not an active forum user, as someone who has been interested in physics engines for years, I've found a lot of valuable information and inspiration here. I would have felt uneasy if I hadn't shared this with you, the dedicated game developers.

QuarkPhysics Godot 4 Extension Project: https://github.com/erayzesen/godot-quarkphysics

QuarkPhysics Main Repository: https://github.com/erayzesen/QuarkPhysics

Example Scenes on the Web: https://erayzesen.github.io/godot-quarkphysics-web-examples/

I welcome all feedback, both positive and negative. Rest assured, I don’t take criticism personally; on the contrary, I see all feedback from fellow game developers as a valuable contribution.

Thank you!

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