I have some experience making a really shitty 2d physic engine to simulate rigid bodies collision.
One thing I really want to know is how do people actually deal with the refresh cycle problem? I mean like after one program cycle, two (or more) objects overlap and boom....things go crazy instantly.
In my project I managed to cheat by limiting Vmax and Omegamax and got a decent result. Please enlighten me how do people actually do this thing.
chanapol1 karma
I have some experience making a really shitty 2d physic engine to simulate rigid bodies collision.
One thing I really want to know is how do people actually deal with the refresh cycle problem? I mean like after one program cycle, two (or more) objects overlap and boom....things go crazy instantly.
In my project I managed to cheat by limiting Vmax and Omegamax and got a decent result. Please enlighten me how do people actually do this thing.
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