#physics #gamedev #physics-engine #c

Miloslav Ciz 19b26cff20 Update README 4 anni fa
LICENSE.txt 99aa73e997 Init 4 anni fa
README.md 19b26cff20 Update README 4 anni fa
TODO.txt 9d3dcca024 Update TODO 4 anni fa
make.sh 8e5e13dbd5 Add sphere capsule collision 4 anni fa
small3dlib.h 891872bfa4 Update 4 anni fa
test.c 1583bae960 Add closest ls 4 anni fa
test_sdl 891872bfa4 Update 4 anni fa
test_sdl.c 9637dc9c10 Add center gravity 4 anni fa
tinyphysicsengine.h 4a7f697296 Clean 4 anni fa

README.md

WIP

NOTE to self and other: This probably isn't gonna work, 32bit fixed point has showed to be too low precision for a 3D physics engine (even though it is enough for 3D rendering). The issue is that we need to represent both very high and very low energies so we can allocate about 9 bits to the fractional part of the number, however this is too little to deal with slow rotations and low energies; it happens too often that for example objects balance on their edges because their energy gets quite small and rounded to zero. The project probably needs to be rewritten from scratch with more precision (still wouldn't use floating point but rather some tiny custon fixed point library).