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Devlog 7:
Finally added mass to the engine!
Before now all the particles had the same mass (just implicitly, so basically all of them had a mass of 1), making the small ones super dense.
Took so long because I had to migrate back to 2d in order to make sure the mass was working in 2d (everything was in 3d already so I actually added mass to 3d first), and had to update the 2d rendering for it to be able to render in 3d, but now everything (especially springs), is a lot cooler!
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I added the shape generators back for 3d, now we have ✨ 3D cloth ✨!
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Trying to move to 3D, finally got triangle-sphere collisions working
the edges were by far the hardest part, the sphere-face collision actually wasn’t too hard
the engine wasn’t built for walls to be able to move, but it can handle it semi fine (I’m just having rotating walls for the cool 3d showcase)
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Added some functions that generate shapes for you, for example, cloth!
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not that big but i migrated to the sdl callback system, so it works on emscripten now (can run in browser)
ignore my screen recorder quality
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got circle-circle collision working and with a lot of balls its a bit like a fluid
cleaned up main.c as well too
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includes double pendulum for clout
not actually accurate but looks fine
it uses verlet integration and supports springs as well