Miloslav Ciz 3 lat temu
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README.md

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 ![](tpe1.gif)![](tpe2.gif)![](tpe3.gif)![](tpe4.gif)![](tpe5.gif)![](tpe6.gif)![](tpe7.gif)
 
-This is tinyphysicsengine (TPE), a small, completely public domain KISS/suckless, fixed point physically inaccurate pure C header only 3D physics engine (or rather a library) mostly for entertainment purposes that's supposed to run even on tiny computers such as embedded. It's written in the same style/philosophy as [small3dlib](https://codeberg.org/drummyfish/small3dlib), [raycastlib](https://codeberg.org/drummyfish/raycastlib) etc.
+This is tinyphysicsengine (TPE), a small, completely public domain KISS/suckless, fixed point physically inaccurate pure C header only 3D physics engine (or rather a library) mostly for entertainment purposes that's supposed to run even on tiny computers such as embedded, even **bare metal**. It's written in the same style/philosophy as [small3dlib](https://codeberg.org/drummyfish/small3dlib), [raycastlib](https://codeberg.org/drummyfish/raycastlib) etc.
 
 TPE is NOT a "robust framework" and it is **NOT physically accurate**; basic things follow physics equations but a lot of other things are empirical approximations, the main goal is to achieve SIMPLE behavior that LOOKS LIKE real world physics. TPE can be used to **fake** many things (even such as e.g. car physics) just as in computer graphics we fake things such as reflections because in games we simply don't really notice they're inaccurate. This approach has been chosen on purpose after trying and failing to create a traditional physically accurate engine which is archived in the *old* folder; I already had physically correct collision detections and responses of rigid bodies programmed but eventually failed on dealing with the complexity of handling imprecisions of fixed point in very low/high energy cases. At that point I started over with a completely new approach: just use soft bodies made of spheres connected with springs and fake what is possible to fake.