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…
🎉 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…
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…
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.
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!
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.
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…