Advertisement

Latest Physics Activity

Since brake torque should always be something like -k_brake*angularVelocity * brakeInput, with k_brake a constant > 0, 0< brakeInput < 1, brake torque will always be the opposite sign ov angular velocity, you don’t need those abs() and sign(), getting rid of them will make your code easier…

1,671 views
Advertisement

🎉 Hey everyone! 🎉

I just released my new iOS game, POP FRENZY! It’s a fast-paced game that invites players to engage in the art of popping, inspired by the fascinating physics of particle movement.

Game Features:

Physics-Inspired Gameplay: Interact with elements that reflect the dynamics of particle m…

908 views

Hi,

I'm currently working on simulating realistic vehicle physics, with a particular focus on vehicle acceleration. I’ve been using the thesis “Development of a Car Physics Engine for Games” (https://nccastaff.bournemouth.ac.uk/jmacey/MastersProject/MSc12/Srisuchat/Thesis.pdf) as a resource, which h…

1,018 views
scruthut
September 28, 2024 09:45 PM

I just prefer to use 4.5 code for my glsl cause i got a book on shaders (shader cookbook( and that coveres it very welll, but I also read the red book. was a neat expeirence… to say the least.

1,481 views

Thanks Dirk, this definitely helps, I appreciate it. My problem is I get too hung up on the most optimal way to do things. Your contact manifold talk made a lot of sense to me for the hull vs hull case, so I was curious if this was done in practice for boxes.

Thanks again!

7,301 views
JakeMenzies
January 11, 2020 11:42 PM
Split-Screen Implementation

Split screen has been added ? I will refrain from releasing too many photos/videos from now until release.

However I will continue to post written updates on here.

2,860 views
khawk
December 19, 2019 04:28 PM
NVIDIA Announces PhysX 5.0

NVIDIA has announced PhysX 5.0 with the release planned in early 2020. The latest release adds support for a unified constrained particle simulation framework. 

The new version includes Finite Element Model (FEM) to support deformable bodies, improved liquid simulations, and use of arb…

4,384 views
Advertisement
Advertisement