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<!DOCTYPE html><html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>GamePhysics</title>
<style>
*{ font-family: monospace; font-size:16px; }
body{ display:flex; flex-direction:column; align-items:center; }
div{ width:75vw; }
hr{ border-top:2px dotted gray; height:0px; }
h1{ font-size:20px; }
</style>
</head>
<body>
<div>
<h1>Game Physics</h1>
<p>
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.
</p>
<p>
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.
</p>
<p>
<b>Source Code</b> : <a href="https://github.com/sketchpunklabs/gamephysics">https://github.com/sketchpunklabs/gamephysics</a>
</p>
<hr>
<!---<img src="img/head2.png" width="200px" align="right">--->
<b>Prototypes</b>
<ol>
<li><a href="prototypes/rigidbody_slope.html">Marble drop onto slope track using raycasting & rigidbody</a></li>
<li><a href="prototypes/rigidbody_facenorm_rays.html">Marble drop using 5 raycasts for surface detection and force computation</a></li>
<li><a href="prototypes/sphere_casting.html">SphereCast Marble Tiles</a></li>
<li><a href="prototypes/rigidbody_spherecast.html">Marble drop using sphereCast for surface detection and force computation</a></li>
</ol>
<b>Resources</b>
<ol>
<!--<li><a href=""></a></li>-->
<li><a href="https://kenney.nl/assets/marble-kit">Kenney's Marble Kit</a></li>
<li><a href="https://www.youtube.com/watch?v=TtgS-b191V0">Building a Physics Engine with C++ and Simulating Machines</a></li>
<li><a href="https://github.com/ange-yaghi/simple-2d-constraint-solver">https://github.com/ange-yaghi/simple-2d-constraint-solver</a></li>
<li><a href="https://github.com/ange-yaghi/delta-studio/tree/master/physics">https://github.com/ange-yaghi/delta-studio/tree/master/physics</a></li>
<li><a href="https://en.wikipedia.org/wiki/Euler_method">https://en.wikipedia.org/wiki/Euler_method</a></li>
<li><a href="https://en.wikipedia.org/wiki/Runge%E2%80%93Kutta_methods#The_Runge%E2%80%93Kutta_method">https://en.wikipedia.org/wiki/Runge%E2%80%93Kutta_methods#The_Runge%E2%80%93Kutta_method</a></li>
<li><a href="http://www.cs.cmu.edu/~baraff/sigcourse/notesf.pdf">http://www.cs.cmu.edu/~baraff/sigcourse/notesf.pdf</a></li>
<li><a href="https://gafferongames.com/post/physics_in_3d/">https://gafferongames.com/post/physics_in_3d/</a></li>
<li><a href="https://gafferongames.com/post/spring_physics/">https://gafferongames.com/post/spring_physics/</a></li>
<li><a href="https://gafferongames.com/post/integration_basics/">https://gafferongames.com/post/integration_basics/</a></li>
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
</ol>
</div>
</body>
</html>