Physics Engine

Here is a look at the start of my first realtime 3D physics programming. I hope to complete 2 separate projects, the first being to write up a working simulation using the PhysX library.

And the second; to write a functional physics engine of my own.

Today’s post is and update on the latter of the 2.

Throughout the past week, (or just over) I’ve been working on collision detection and collision response, trying to get them to work in a realistic looking way.

I’m currently quite happy with my sphere to sphere collision detection and response, as well as my sphere to plane collision detection. However, the same can’t be said about the response calculations, when the spheres collide with a plane, their velocity is increased by a slight amount in the opposite direction, and without having friction calculations to slow them down, they just keep getting faster, I’m currently tracking the bug to decide whether the increase in speed is being caused by my force reaction calculation, or the spher colliding over multiple consecutive frames.

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