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!