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Writing a Physics Engine from scratch - collision detection optimization 

Pezzza's Work
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Github repository github.com/johnBuffer/VerletS...

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7 фев 2023

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Комментарии : 978   
@steviousmusic
@steviousmusic Год назад
I'll never regret subscribing. Edit: POG almost 1K likes
@dhiahassen9414
@dhiahassen9414 Год назад
🤣🤣🤣🤣
@attepatte8485
@attepatte8485 Год назад
Same
@Luke-me9qe
@Luke-me9qe Год назад
Me neither
@rodakdev
@rodakdev Год назад
Facts!
@SquarePancakes
@SquarePancakes Год назад
Nobody will
@erinkarp
@erinkarp Год назад
The fact that multi-threading made it not deterministic was really interesting
@TheRainHarvester
@TheRainHarvester Год назад
Only because threads can vary in their timing of when they run because they can be used by the OS. But if you write the code correctly, it will be deterministic because the objects won't vary according to which got updated first.
@ateslabattery115
@ateslabattery115 Год назад
@@TheRainHarvester but from the outside, you never know which will be used until you check... sounds familiar
@rorymax
@rorymax Год назад
Technically still deterministic though :p
@pascha4527
@pascha4527 Год назад
@@rorymax yeah but an entire os could be considered chaotic. Some process depend of the internet. The system is so complex it will never be deterministic unless unplugged from the internet and the code is running without an OS. Still an interesting topic tho, I want to dig deeper.
@rorymax
@rorymax Год назад
@@pascha4527 oh it’ll still be deterministic, there would just be so many variables that you’d never be able to replicate or even know all the starting conditions. But if you had all those variables, and enough time and computation power, you’d be able to determine the outcome
@MrSprinkles
@MrSprinkles Год назад
Your original verlet integration video is what got me more interested in C++ & physics simulation, so excited to see this new one come out!
@PezzzasWork
@PezzzasWork Год назад
I hope you will like it :)
@firexgodx980
@firexgodx980 Год назад
I would try out rust if I were you. It's like C++, but has a first party build system and package manager. It's also memory safe without a garbage collector!
@tyrendel
@tyrendel Год назад
@@firexgodx980 +1 and SFML is being (ported to Rust) -> wrapped in rust 🙂
@firexgodx980
@firexgodx980 Год назад
@@tyrendel awesome, where can I follow the progress?
@sofomryu
@sofomryu Год назад
how about mojo? grammar and library of python and speed of C++
@dakeyras4146
@dakeyras4146 Год назад
Thanks for the new video! I've not done much related to programming, but collision optimization has been an interest of mine for quite a while. It's great to see such an easy explanation into spacial partitioning.
@Rodzorex
@Rodzorex Год назад
Great work as always. You're one of the few channels that actually excites me when a new upload appears in my feed.
@PezzzasWork
@PezzzasWork Год назад
Thank you!
@bookshop7337
@bookshop7337 Год назад
Back when I was growing up, Black and White 2 by Lionsgate was my jam. In the screen before the main menu, a bunch of particles streamed into a box and made the Lionsgate logo.... but you could also mess around with them using your mouse and screw the whole thing up. But if you didn't, it always ended up perfectly. I used to wonder how on earth they managed to implement a physics engine that kept producing the same result over and over, and now almost a decade later you've answered that lingering question. Keep up the amazing work!
@Gregzenegair
@Gregzenegair 8 месяцев назад
Do not use floats and only integers, and you'll be fine.
@chrisrichfield8906
@chrisrichfield8906 7 месяцев назад
Lionhead. Lionsgate is the film production company.
@official-obama
@official-obama Месяц назад
@@Gregzenegairintegers also have rounding errors, floats are also deterministic, floats also do not spontaneously change
@S-K.
@S-K. Год назад
I love seeing the grains appear in the crystal lattices that appear. I'd love to see this applied with more physics rules to simulate microstructures to create visual aids for understanding alloys, solid state chemistry, etc.
@zagmongor
@zagmongor 3 месяца назад
Totally agree, I flipped when I saw the grain boundaries forming with minimal physics incorporated
@glumpfi
@glumpfi Год назад
This is so satisfying :) It would be interestig to see how the chicken picture changed if you re-run the simulation with the exact same settings, except slightly changing the settings of one single object. Like i depiction of the butterfly effect. The more complex the interaction is, the more warping of the chicken should be visible.
@leonhardolaye-felix8811
@leonhardolaye-felix8811 11 месяцев назад
That would’ve been awesome
@Pauly421
@Pauly421 10 месяцев назад
@@leonhardolaye-felix8811 Thank you for using the apostrophe correctly :D
@GabeRundlett
@GabeRundlett Год назад
Amazing video as always!! I love how you show a simple version of the code as a demonstration tool. Very similar to Sebastian Lague, I really hope I could get this good at video making at some point.
@asherkime5910
@asherkime5910 Год назад
Sebastian Lague is the greatest teacher I've ever had
@NaviaryMusic
@NaviaryMusic Год назад
Watching the objects construct the image is so satisfying!! I'm sure if you made videos dedicated to showcasing more images being filled, and even made shorts, they would be very successful!
@acreatorqads
@acreatorqads Год назад
I LOVE YOUR VIDEOS!!! Your code is so elegant in so many ways, and your videography is perfect, plus your voice, just everything man, seriously awesome!
@eboatwright_
@eboatwright_ Год назад
Wow. Your videos are so technically impressive! Great job
@eamonburns9597
@eamonburns9597 Год назад
That has got to be the coolest "thanks for watching" screen I have ever seen
@RayznGames
@RayznGames Год назад
Such a joyful video dude. (I scrambled myself around 2 months ago to optimise an application with thousands of collidable objects , couldn't get the multithreading tho) Awesome job!
@thefunbunns
@thefunbunns Год назад
You always outdo youself on the outro, love your work and knowledge! Thanks for sharing it with all of us!
@sierpinskibrot
@sierpinskibrot Год назад
This is one of your best videos so far man I can tell you spent a lot of time on this and it payed off well
@maticz3923
@maticz3923 Год назад
I've been having problems trying to multithread my sim, that idea to use 2 passes is genius! Thank you so much
@nandakoryaaa
@nandakoryaaa Год назад
This is mind blowing. I always thought fluid/particle simulation is something very complicated, but here it is effortless. Thanks for the sources! I'll try to make my own engine using platform-independent compiler and graphic library.
@professionalnerd1095
@professionalnerd1095 Год назад
Your physics simulation videos are absolutely mesmerizing... and so educational! I've been following along implementing my own physics engine!
@TheBarretNL
@TheBarretNL 9 месяцев назад
I keep coming back to these video's because they are such good learning subjects, thanks for making them Pezza! you are an absolute legend.
@nightwolf6233
@nightwolf6233 Год назад
I absolutely love how well you demonstrated the issues of multithreading in a very visual manner by showing how multiple threads could not produce the same deterministic result if overlaps between threads are not properly handled. I really feel like I learned some valuable things from this video. Thanks, it was awesome!
@sollybunn
@sollybunn Год назад
This led me on my own rabbit hole for vertlet physics, and each step you did took me hours to do. Your videos are amazing!
@weeblewonder
@weeblewonder 7 месяцев назад
The visualisations in this video are amazing. They communicate the problem space so effectively. Nice work!
@spowrei
@spowrei 4 месяца назад
your videos are really inspiring. whenever i watch your videos i find myself while codding
@mogyoros
@mogyoros 11 месяцев назад
I know the acronym STEAM is a bit of a reach (STEM + Arts), but this work is truly at the intersection of science and art. Well done - and beautifully explained!
@rim7961
@rim7961 Год назад
man, this is depressing and impressive at the same time. I've spent a whole year in last year of my BSc making a 2d physics engine and its still was wonky af to a point that its an embarrassment to show anyone, and here you whoop it up in like 2 months that is effectively a perfection
@abrahamdomingo8239
@abrahamdomingo8239 Год назад
tbf, it's not like he made the physics engine from scratch, he just found a great way to calculate collisions in a very efficient way
@kartonrad
@kartonrad Год назад
You also have to concede that thr yter only uses 2d circles, whose collisions are veryy easy to check and require much less work! Dont beat yourself up about it
@maxfofax5471
@maxfofax5471 Год назад
You're going to learn a lot by trying, failing, then either figuring it out or seeing how someone else did it. The older you get, you don't stop failing when you try something new or difficult, you just know how much time to give yourself to figure it out. I get why it's depressing and impressive, but I hope that you're still excited to solve these interesting problems just so you can feel your own brain grow, you'll get there before you realize!
@Creaform003
@Creaform003 Год назад
Each improvement increases the probability of the next improvement. You didn't spend a year making a 2d physics engine. You spent a year improving the quality of all future physics engines you will go on to build.
@stevea.b.9282
@stevea.b.9282 11 месяцев назад
also he can only do this in two minutes because he spent years working on improving his skills and understanding. Keep going and you'll be amazed at how much progress you make.
@dragonfire4356
@dragonfire4356 Год назад
your videos always make my day. and every time they blow my mind
@IamUAV
@IamUAV 11 месяцев назад
This is so fascinating. I'm going to school so that I can work on stuff like this and it makes me so excited when I see videos like this. Thanks for all the insight.
@basmeuwissen8644
@basmeuwissen8644 Год назад
I would be really interested to see the addition of other shapes to the simulation. Adding polygons or even non convex shapes would be a lot more challenging but very interesting.
@rentierriche2873
@rentierriche2873 Год назад
La meilleure chaîne qui me vend du rêve, encore un super programme comme d'habitude 🙂
@Bari_Khan_CEng_CMarEng
@Bari_Khan_CEng_CMarEng 9 месяцев назад
I love this, the start of a computer game engine! The background music is great, adds audible depth to learning about the computing techniques
@Arkensor
@Arkensor Год назад
Very well made video. Love the animations during the explaination at the beginning
@khatharrmalkavian3306
@khatharrmalkavian3306 Год назад
Here's an interesting problem I ran into some months ago. I'd like to propose it to you and see if you come up with something cool, if you're interested. Imagine a 2D plane populated by entities with circular colliders, not dissimilar to what you're doing here. There is also an attractor entity which moves around arbitrarily. Each simulation step, the entities find the direction of the attractor as a normalized vector and store it as an intended direction of motion. They then check for collision with one another, and when overlaps are found, they add the response vector to their stored vector, so that they end up with a sum of all their desired motion vectors. This vector is then normalized and multiplied by the desired speed of the entity, so that they will move toward the attractor while repelling one another if they get too close. So far so good. The issue arose when I started using SIMD to accelerate the simulation and allow for more active entities. The SIMD radically improved the rate at which they can all find the direction toward the attractor, but for collision I ran into the problem that the data for the SIMD was not sorted into regions in order to accomplish the grid optimization like you did here. It's possible to sort them by their x positions, but it seemed like rearranging them this way for every update would take up more time than the SIMD calculation would save. Unfortunately, I set that project down because of some life issues and now I don't know if I still have it around, but I'd be interested to hear if you have any ideas about to deal with this kind of problem. Thank you for the great videos!
@andreyrumming6842
@andreyrumming6842 Год назад
A fascinatingly complex issue. So effectively the whole problem is unsorted data every frame?
@khatharrmalkavian3306
@khatharrmalkavian3306 Год назад
@@andreyrumming6842 Mainly, yes. The SIMD registers hold four 32-bit values, so I would select an entity to test and load it into a register twice (x,y,x,y) and then have a pointer to the other entities that would be used to load the other registers, then increment by 4 and continue loading, etc. By interleaving the loads and the math it was possible to get good performance from this, because one register could be working while the next is loading, and each register is doing the math for two entities at a time. This required the position vectors to be serialized, so each entity had an index into an array of x,y pairs. This meant that sorting the pairs would also require updating the indices in the owning entities, which was another layer of complexity. I'm certain that big game companies with fancy physics engines have some way that they're able to cheaply sort entities so they don't have to do On^2 collision tests every frame. I just don't know what that method is. Alternatively, they may all just be doing this kind of thing in CUDA or something.
@devindykstra
@devindykstra Год назад
This is an awesome video! It seems to me if you wanted to simulate objects with an arbitrary radius you would need each cell to be the size of the largest object. I'm not sure if there's a better way to do it, but maybe that's a good idea for a follow up video?
@user-sl6gn1ss8p
@user-sl6gn1ss8p Год назад
you could make the object register into multiple cells and also read a larger neighborhood. That being said, as far as I know there are other space partitioning techniques which don't use a fixed grid and are more adaptable
@MrDelusive
@MrDelusive Год назад
Quad Tree for 2D and OctTree for 3D is pretty much that
@DanWills
@DanWills Год назад
Wow! So cool! I have loved the idea of known-future-simulation-states for 'formation' effects (I work in vfx) and this really did that in a superb way, top work Pezzza!
@lievenpetersen
@lievenpetersen Год назад
I've recently been struggling with this exact problem, this has given me some new ideas, thanks!
@puppergump4117
@puppergump4117 Год назад
The chicken is now a symbol of success
@eigentensor
@eigentensor Год назад
Great video, it was already clear from your previous ones but you underscored it well here :) Also I think you should switch the order of y and x loops at 5:00 for better memory access in canonical order
@comeinhendy8931
@comeinhendy8931 Год назад
I don't know how 2d Arrays are implemented in the language he's working with, but it makes sense. It should help with the cache.
@PezzzasWork
@PezzzasWork Год назад
I am not using 2D arrays (which are indeed row major). I use column major because it allows for better load balancing between threads since in the simulations of the video objects are horizontally spread
@daonlyowner6631
@daonlyowner6631 Год назад
The ideas are so easy, but I never would have even thought about them. So good!
@PrimeGym01
@PrimeGym01 Год назад
C'est tellement impréssionant! Continue avec les vidéos incroyable mon gars.
@CelestialityRW
@CelestialityRW Год назад
i would pay money for a thing that lets you generate an image with thousands of circles, honestly the coolest coding thing i've seen in a while!
@lisyarus
@lisyarus Год назад
A great tutorial! I usually just do a dt step followed by N collision steps, gotta try your substepping method sometime :) I've once made a similar tutorial, without threading but with friction, damped springs, and ball-stick collisions.
@PezzzasWork
@PezzzasWork Год назад
The big advantages with sub steps is that, since objects travel smaller distances in one physics frame, errors are a lot easier to handle for the solver and it also greatly mitigate the tunneling effect, leading to way more stable simulations
@funnyduck4568
@funnyduck4568 Год назад
@@PezzzasWork what is the tunneling effect?
@dandymcgee
@dandymcgee Год назад
Loved the multi-threading aspect. Fun stuff!
@jaafartheking153
@jaafartheking153 Год назад
Your channel is too good to be real. That was fascinating. Keep the clean work.
@skippytheelder
@skippytheelder Год назад
Are you interested in chemestry? Because I would love to see your interpretation of an atomic-level physics simulator.
@tetryds
@tetryds Год назад
This is pretty cool but it is just a standard collision simulation
@debuggers_process
@debuggers_process Год назад
@@tetryds I've done some chemistry simulation in Lennard-Jones potential, it's pretty fun to play with, trying out different combinations of interaction parameters. I have several videos on this topic on my channel.
@Kycilak
@Kycilak Год назад
@@tetryds Molecular simulations are not exactly difficult though. There is much to do in implementation but the principles are not much more difficult than this.
@Krazylegz42
@Krazylegz42 Год назад
Awesome as always! I'm curious if the grid-iterating approach causes any kind of bias in the physics? Like if updating the collisions left-to-right in the grid adds any kind of preference for stuff moving to the right?
@official-obama
@official-obama Месяц назад
every collision moves the objects in opposite directions, so the center of mass doesn't change
@EpicVideoGamer7771
@EpicVideoGamer7771 Год назад
This is so cool! You are such an inspiration to me, as someone who is learning raylib for C++
@djentinga3267
@djentinga3267 Год назад
Extremely satisfying, awesome work!
@lennarth.6214
@lennarth.6214 Год назад
Very nice! Have you tried k-d-trees yet? If you have, what performance gains were there
@GrumpDog
@GrumpDog Год назад
I'm curious about that too.. For something like this, I'm not sure how much further benefit could be obtained by using k-d trees. Tho I'm by no means an expert on them, in this case I wouldn't think the empty space would cost much different, and the objects are all the same size, so not much dynamic adjustment is needed in that regard. The one time I tried implementing them, it cost more in performance to manage the kd-tree, than it took to just run everything in a fixed-grid like this video used. Tho again, I probably wasn't using them as expertly as other people might.. heh
@PezzzasWork
@PezzzasWork Год назад
Never tried them but I tend to think that very simple / straightforward and cache efficient structures generally win, specially if the world size isn’t huge
@user-dh8oi2mk4f
@user-dh8oi2mk4f Год назад
@@GrumpDog What algorithm did you use for adjustments/refitting?
@GrumpDog
@GrumpDog Год назад
@@user-dh8oi2mk4f I don't remember, it was years ago and I was barely comprehending tutorials on it at the time, as it was. I just remember the feeling like it was the programming equivalent of chasing after a perpetual motion machine, or teetering on the edge of "The Tyranny of the Rocket Equation".. lol
@manjitsingh-jj5wi
@manjitsingh-jj5wi Год назад
Dude I am a high schooler and i wanted to make a thread pool for multithreaded collision detection and i even thought there would be issue with 2 threads writing to the same Ram adress and i would have fixed it in the same way.i am feeling proud that I thought of all the same optimisation as you.i first thought of a qaud tree but couldn't find a way to multithread it
@abigweed1811
@abigweed1811 Год назад
Insanely enjoyable and well made video! This is all stuff I've seen in Game Dev school, ah the nostalgia
@n4rzul
@n4rzul Год назад
Wow. That was amazing. Best video about coding I've ever seen! Subbed on the spot!
@SLPCaires
@SLPCaires Год назад
woooo!
@brickisao2999
@brickisao2999 9 месяцев назад
Now write a physics system ON scratch
@Flook1
@Flook1 Месяц назад
How are you most popular comment what the hell
@gamingfizz1803
@gamingfizz1803 Месяц назад
@@Flook1it’s only 3 likes lol
@gamingfizz1803
@gamingfizz1803 Месяц назад
Id love for him to do that.
@stevea.b.9282
@stevea.b.9282 11 месяцев назад
that's a very cool effect, and thanks for explaining so clearly.
@thelastdankbender4353
@thelastdankbender4353 Год назад
I like how your video quality is increasing with every video. Awesome stuff
@shallowdive
@shallowdive Год назад
That's awesome! The overall structure looks like a polycrystal and those imperfections - like dislocations. The hexagonal planar structures look exactly like graphene.
@dragonminz602
@dragonminz602 Год назад
Realy intresting video! Thanks for showing the code and your progress
@Skeffles
@Skeffles 10 месяцев назад
Fantastic video and great explanation behind everything!
@JackAllpikeMusic
@JackAllpikeMusic Год назад
I'd absolutely love to see more of this. This is fantastic.
@PezzzasWork
@PezzzasWork Год назад
Thank you very much!
@JackAllpikeMusic
@JackAllpikeMusic Год назад
@@PezzzasWork you're an inspiration :)
@sudo4582
@sudo4582 7 месяцев назад
I thought you'd use OpenMP to manage threads, but you actually programmed the communication, thanks for sharing such amazing piece of work!
@harshans7712
@harshans7712 Год назад
This was really awesome, I really loved the video and was really interesting and Informative, thank you!
@realbrickbread
@realbrickbread Год назад
This is so cool! The last simulation really resembled saturn with its rings :)
@xingzhexin8843
@xingzhexin8843 Год назад
It's been a long time since the last time I paused a video and go down to intentionally click sub+like before I finish a video because I don't want to forget about it. More content this quality sir and you're on top of RU-vid.
@aleksandarstankovic4476
@aleksandarstankovic4476 Год назад
Very useful! Deffinetly helped, like all of your videos!
@ChipboardDev
@ChipboardDev Год назад
bro your content is insane and very inspiring, keep it up
@PezzzasWork
@PezzzasWork Год назад
Thank you very much!
@MKVideoful
@MKVideoful Год назад
Awesome. You really improved the audio good work.
@raptordad6653
@raptordad6653 5 месяцев назад
This is fascinating! Thank you for sharing ❤👍
@busy_beaver
@busy_beaver Год назад
Fantastic! Really beautiful simulation! I have also invented the same technique by myself (I know that I'm not the first who though about it but at least I figured it out by myself), but never got to realize it. Glad to see how well it actually works! Probably it will run a couple dozen times faster if you run it with CUDA.
@simaocharpentier2046
@simaocharpentier2046 Год назад
Incredible work! I'm not into programming, yet you managed to make it really interesting, even for me. Worth a lil' subscription imo. Also, your accent sounds like you're french. Edit: just checked and yep you are
@Kazner0h
@Kazner0h 8 месяцев назад
Very cool demonstration. I'm subscribed.
@Loerad
@Loerad Год назад
Watching you write code is so satisfying.
@mySDK3333
@mySDK3333 Год назад
I like how your "Thanks for watching" being always pretty long, it feels like really sincere.
@VHenrik007
@VHenrik007 Год назад
Great video, easy to understand. Good job!
@DRUYD
@DRUYD Год назад
as always, great video and explanation
@PanicAtTehCisco
@PanicAtTehCisco Год назад
I liked seeing the grain boundaries between the particle "crystals"
@Dominik-K
@Dominik-K Год назад
Very interesting video, I've actually been thinking about implementing my own basic physics checker for a really tiny multiplayer game to increase the efficiency and lower the server requirements (though I'm using C#11, but the algorithmical / threading issues apply all the same) thanks a bunch for this very interesting video
@NotAFoe
@NotAFoe Год назад
Love these so much. Thx for doin them pezzza :)
@MS-sx1oo
@MS-sx1oo 7 месяцев назад
Very nice that you also provided a link to the source code. tyvm
@robot7338
@robot7338 Год назад
incredible video! thanks for sharing!
@dusan.1967
@dusan.1967 Год назад
Thanks for teaching me such a cool trick
@Neceros
@Neceros Год назад
This looks amazing.
@mitchstilborn
@mitchstilborn Год назад
Dude that outtro image was just pure swag. Well played
@SpringySpring04
@SpringySpring04 Год назад
Hey Pezzza! I really love watching your videos, they're really entertaining! The style of video you make is very underrated and very helpful to people like me who have a little bit of experience in programming. After watching this video I was inspired to make something physics-based and was wanting to make something like a simulation of atoms, with protons, neutrons, electrons, and a couple of other subatomic particles, but got a little lost on how to handle the forces and interactions between them (not to mention it's been a few months since I last did a physics simulation, so I'm a bit rusty). I was wondering if you could perhaps create something like this in a future project?
@culpritdesign
@culpritdesign Год назад
Very enjoyable. Thank you for this content.
@YoghurtKiss
@YoghurtKiss Год назад
Wow, this is a super nice physics engine, and it's so simple that even I understand the code.
@WindowChicago
@WindowChicago Год назад
God bless you, author! Thank you very much!
@cocccix
@cocccix Год назад
The deterministic thing makes it amazing
@gustavosalmeron2013
@gustavosalmeron2013 Год назад
That was art. Congratulations, gentleman.
@g45h96
@g45h96 11 месяцев назад
The color mask on the objects that you did may have been the coolest fucking thing iver ever seen 😂 just the way it goes from randomly colored dots everywhere to a perfect image in the blink of an eye
@ItsIdaho
@ItsIdaho Год назад
That sunglass chicken image is so simple yet it blows my mind. Love this
@gustavoadolfomelindres
@gustavoadolfomelindres Год назад
If this isn't quality content, I don't what is. Thanks for another perfect video.
@tiotio3666
@tiotio3666 Год назад
Checking for a collision between grid cells can be done only for half of the neighbouring cells. For example you can only check left, top-left, top and top-right neighbours. All other collisions for examle between current cell and right neighbour, will be checked once that neighbour becomes current cell
@PezzzasWork
@PezzzasWork Год назад
Yes absolutely, I still do the full check since it is like doing 2 solver iterations but faster that really doing 2 iterations and it help a lot with stability
@melanin_m85
@melanin_m85 Год назад
i really love your videos
@xXstealseekerXx
@xXstealseekerXx 9 месяцев назад
This has to be one of the best outros for a video i have seen
@nini2009ph
@nini2009ph Год назад
I love this channel!!
@JoshuaHoltz
@JoshuaHoltz Год назад
The worst part of yoir channel is that it's so high quality that we don't get frequent videos. Keep it up! Love the content.
@ciCCapROSTi
@ciCCapROSTi Год назад
This video gave me the push the ditch a physics engine for my project and write my own. They are way too smart for my needs, and a simpler one like this (with some additions that fit my needs, like grouping objects or base displacement on weight) will provide a much better base for the logic.
@LukeAps
@LukeAps Год назад
Yes. Spatial partitioning and multithreading, the keys to good performance.
@HarhaMedia
@HarhaMedia Год назад
I like those cracks in the structure.
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