#physics #gamedev #physics-engine #c

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

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).