Game Physics

Want to learn how to create and apply game physics without using an exisiting physics engine. To start I put together a simple rigid body prototype that can handle both velocity & angular velocity that allows to move & rotate an object based on forces being applied to it.

This will be updated over time, for now I'll be focused on getting a sphere to run along a set of marble tracks provided by the great Kenney.

Source Code : https://github.com/sketchpunklabs/gamephysics


Prototypes
  1. Marble drop onto slope track using raycasting & rigidbody
  2. Marble drop using 5 raycasts for surface detection and force computation
  3. SphereCast Marble Tiles
  4. Marble drop using sphereCast for surface detection and force computation
Resources
  1. Kenney's Marble Kit
  2. Building a Physics Engine with C++ and Simulating Machines
  3. https://github.com/ange-yaghi/simple-2d-constraint-solver
  4. https://github.com/ange-yaghi/delta-studio/tree/master/physics
  5. https://en.wikipedia.org/wiki/Euler_method
  6. https://en.wikipedia.org/wiki/Runge%E2%80%93Kutta_methods#The_Runge%E2%80%93Kutta_method
  7. http://www.cs.cmu.edu/~baraff/sigcourse/notesf.pdf
  8. https://gafferongames.com/post/physics_in_3d/
  9. https://gafferongames.com/post/spring_physics/
  10. https://gafferongames.com/post/integration_basics/
  11. http://allenchou.net/game-physics-series/ https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331 https://theorangeduck.com/page/spring-roll-call