Page 1 of 2 12 LastLast
Results 1 to 10 of 11

Thread: Newton2D physics engine

  1. #1

    Newton2D physics engine

    He all,

    Here is a little project I have been working on on vacation.

    Inspired by this thread:

    http://www.pascalgamedevelopment.com...p?topic=6096.0

    Using this tutorial:

    http://www.gamedev.net/reference/pro...es/verletPhys/

    A little 2D physics engine. Its verlet based and is the interface is modelled after the newton game dynamics physics engine.

    Currently features:
    - Collision and collision responce between Convex bodies
    - Applying forces to the bodies.
    - A sandbox to play arround in

    Planned Feature:
    - Optimise collision by adding a quadtree
    - Add raycasts
    - Add saving and loading of the world state
    - Add collision callbacks
    - Add materials with friction
    - Add springs
    - Add joints
    - Add collision catagories
    - Add support for MacOS, Linux and mayby android?
    - Add optimised particles using spheres. Could also be used for fluids
    - Extend the sandbox with new features
    - Create a simple multiplatform game using sdl

    Here is a little movie of the sandbox:
    http://www.youtube.com/watch?v=bw0k-YniJEU

    And of course the download:
    http://www.genesisdevice.net/Newton2D-0.2.zip

    See the readme for more instructions on how to use the sandbox.

    Grz,

    Luuk

  2. #2

    Re: Newton2D physics engine

    Sweet!
    Jarrod Davis
    Technical Director
    Hadron Game
    http://hadrongames.com

  3. #3
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
    Apr 2003
    Location
    Canada
    Posts
    6,107
    Blog Entries
    25

    Re: Newton2D physics engine

    Very cool.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  4. #4

    Re: Newton2D physics engine

    Freaking awesome. I'm going to look into those sources.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #5

    Re: Newton2D physics engine

    Thanx guys

    Just released a new version 0.21. Did some major cleanup in the source and made and improved speed a little bit.

    The 0.3 release will add joints and optimised spherical collisions for particle systems etc.

    Download the 0.21 releas here:
    http://www.genesisdevice.net/Newton2D-0.21.zip

  6. #6

    Re: Newton2D physics engine

    I've been talking to Luuk about Newton2D, and I'm planning on integrating it as the core physic subsystem in HGE. Luuk is doing a great job with it and I'm blown away at the power and simplicity of the interface. Hopefully by release 0.2.0 or 0.3.0 of HGE I can get basic physics integrated.

    Luuk your planned feature set looks good. I'm especially needing Collision callbacks and joints at the moment.

    Good work my friend, good work. I encourage everyone to give it a try, it's shaping up to be a great little physic engine written in our favorite language.
    Jarrod Davis
    Technical Director
    Hadron Game
    http://hadrongames.com

  7. #7

    Re: Newton2D physics engine

    Very nice Luuk!

    Awesome...keep up the great work as always

    cheers,
    Paul

  8. #8

    Re: Newton2D physics engine

    @Luuk
    I'm trying to better understand the timing in N2D. In HGE I'm using frame-based timing and trying to see how to use it with N2D.

    In HGE, there is a ElapsedTime value that controls the object speeds. It's value is based on the desired simulation rate that when multiplied aginst the objects speed will keep them moving at/near the desired simulation rate. It will not be the same value that is passed to Newton2DUpdate. I think I will need to convert it to a value that this routine expects.

    Can you explain a bit how your timing works so I can get a better idea how to convert my timing value to what N2D will be expecting.

    Thanks.
    Jarrod Davis
    Technical Director
    Hadron Game
    http://hadrongames.com

  9. #9

    Re: Newton2D physics engine


    Hi Luuk !

    Nice work ! Althought the sandbox is flickering on my computer (If I m alone, it's time for me to change my beast), I look the source : very elegant and very short for compare to the duty made !

    Nice work really !
    Your vacation seems to be rainy

    Did you work always on your 3D engine ? I look sometimes to your site with hope
    the beautiful grass enabled lands of the first GenesisEngine miss me

    hope read you soon !


  10. #10

    Re: Newton2D physics engine

    great work , thnx for sharing

    i'd like to know if the operator overloads such as + * / would increase vector math performance !!

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •