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2D Rigid Body Collision Resolution

sassnow.ski

1–10 of 69 posts

Re: 2D Rigid Body Collision Resolution

#3
Hey everyone, author here!

To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics.

The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area.

Happy to answer any questions you might have.

Re: 2D Rigid Body Collision Resolution

#4

Hey everyone, author here! To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics. The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area. Happy to answer any questions you…

It's a really good explanantion !

Pardon my curiosity, but what tools did you use to build that page ?

Re: 2D Rigid Body Collision Resolution

#6
post #4

Hey everyone, author here! To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics. The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area. Happy to answer any questions you…

It's a really good explanantion ! Pardon my curiosity, but what tools did you use to build that page ?

Thanks!

Most of the physics-based example are written in WebGL using three.js. Using three.js is a little bit overkill for this because all the examples are in 2D but it's what I was familiar with. For the actual physics simulations, I'm using matter.js.

The diagrams use a library I wrote while working on the post [1].

Everything runs inside a Vue app which serves as the glue between things like the sliders and the three.js scenes and diagrams.

[1] https://ksassnowski.github.io/vueclid-docs/

Re: 2D Rigid Body Collision Resolution

#7

Hey everyone, author here! To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics. The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area. Happy to answer any questions you…

Very nice. The section "A word about math" really is important. I am admittedly not good at math, but I was able to build a VERY (extremely, even) rudimentary physics simulation many years ago by really really simplifying the math concepts. I was essentially iterating on the building blocks, points, lines, etc. With a lot of small steps and a lot of visual debugging lines, it ended up extremely janky and slow, but it did kinda work!

Re: 2D Rigid Body Collision Resolution

#8

Hey everyone, author here! To give some context, this is only part one in a series of blog posts I plan on writing about rigid body physics. The post is aimed at people like myself, who aren't game devs and don't necessarily have a strong math background. Which is why I spend so much time explaining concepts that would appear almost trivial to someone who has experience in this area. Happy to answer any questions you…

Thank you! looking forward to the rest
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