Current progress. following a tutorial, its pretty good. managed to get a pretty robust system for now!
https://imgur.com/4TNstup
#Writing a fixed point collision system from scratch
1 messages · Page 1 of 1 (latest)
Circles are the simplest collision systems right?
theyre easy enough, the simplest is circle on circle
Yeah cuz its just distances pretty much
Impressive that you have iregular shapes as colliders
Will you add rotation?
for what I'm doing? probably don't need to. all I need now is capsule colliders and static I think I'm done with the main part
alr
added support for static and triggers as well as some background stuff!
https://imgur.com/2V0UpYH
I'm almost there, just struggling with contact point findng
doing somewhat well, main issue is collision point solving now. seems to work most of the time
fixed collision solving! my system is basically complete now! all i have to do now is write communication between collider entities and im chilling
Nice, very detailed
Looks good! What tutorial are you following?
I'm following this playlist, which is already written in C# so it makes it a lot easier to write with. All the other ones were written in C++ which didn't feel too good to read. I just replaced the floats and vector2's with my Fixed64 and FixVector2s and it came out basically identical 😄
https://www.youtube.com/watch?v=lzI7QUyl66g&list=PLSlpr6o9vURwq3oxVZSimY8iC-cdd3kIs
Introduction to making a physics engine from scratch with no libraries. We create an optimized 2D vector container that will be the basis for most math operations.
Source code (github):
Flat: https://github.com/twobitcoder101/Flat
FlatPhysics: https://github.com/twobitcoder101/FlatPhysics
Wow this is super in depth, thanks for sharing. Are you making it fixed point for determinism, maybe for multiplayer?