This is a simple physics engine written in C++ using Glad, GLFW, OpenGl3 and Dear ImGui.
It is implemented using Fixed Framerate and Component Oriented Programming.
The source code of the WebGL can be found at the following link:
https://github.com/Im-Rises/physical-engine-webgl
Note
The project is made as a educational project to learn more about physics and game engine development.
- Basic object types (Sphere, Cube, Cylinder, Plane)
- Particle and Rigid Body Physics
- Collision Detection
- Forces (Gravity, Drag, Spring, Buoyancy)
- Torque forces (Angular Drag, Angular Spring)
- Different types of constraints
- Camera Controls
- GameObjects Inspector
- Scene Hierarchy
- Basic ECS (Entity Component System)
- Component Oriented Programming
- Fixed Framerate
- GameObject's speed Graph visualization
To download the app, you can click one of the icons below (depending on your operating system). You can also click the release section of the GitHub page.
Depending on you operating system
you will need to install some libs, they are installed differently depending on your
system, please follow one of the section below Windows
or Linux
or MacOs
.
Warning Be sure to put the
imgui.ini
file in the same folder as the executable. You can find it in theroot
of the project. If you don't do this, the UI will not be displayed correctly.
For Windows users you don't need to install the libs. You can just download the app and run it.
.\PhysicalEngine.exe
Warning
The project is set up to be built using CMake and vc2019 for Windows. If you want to modify the compiler for vc2022 or other you will need to change the CMakeLists.txt .lib linking file accordingly to your vc20** version.
For Linux users, you need to install the GLFW lib, to do so type one of the following commands:
sudo apt-get install libglfw3
or if you're a developer and want to compile the app, please install this version of GLFW:
sudo apt-get install libglfw3-dev
Then you can start by double-clicking the executable of typing the following command next to it:
./PhysicalEngine
For macOS users you will need to install Brew, please follow the instruction in the link below:
https://brew.sh
Once it is installed, you can type the following command to install GLFW.
brew install glfw
Then you can start by double-clicking the executable of typing the following command next to it:
./PhysicalEngine
To modify the speed value, you can use the ImGui window named Speed handler
.
Action | Key |
---|---|
Add speed to the left | ← |
Add speed to the right | → |
Add speed forwardly | ↑ |
Add speed rearward | ↓ |
Action | Key |
---|---|
Toggle fullscreen | F11 |
Camera zoom | Mouse wheel |
Translate camera to the left | Right Mouse Button + Mouse ← movement |
Translate camera to the right | Right Mouse Button + Mouse → movement |
Translate camera upwards | Right Mouse Button + Mouse ↑ movement |
Translate camera downwards | Right Mouse Button + Mouse ↓ movement |
Exit app | ESC |
PhysicalEngine
├── .github
| ├── labels.yml
| ├── release.yml
│ ├── workflows
│ │ |── cmake.yml
│ │ |── codeql.yml
│ │ |── cpp-cmake-publish.yml
│ │ |── cpp-linter.yml
│ │ |── dependency-review.yml
│ │ |── flawfinder.yml
│ │ |── greetings.yml
│ │ |── label.yml
│ │ |── msvc.yml
│ │ |── stale.yml
├── dependencies
| ├── glad
| ├── glfw
| ├── glm
| ├── imgui
| ├── stb
├── PhysicalEngine
| ├── Contact (Particles)
│ │ |── *
| ├── Force
│ │ |── *
| ├── Octree
│ │ |── *
| ├── RigidbodyContact
│ │ |── *
| ├── Scene
│ │ |── *
| ├── Shader
│ │ |── *
| ├── Utility
│ │ |── *
| ├── CMakeLists.txt
| ├── Game.cpp
| ├── Game.h
| ├── InputManager.cpp
| ├── InputManager.h
| ├── main.cpp
| ├── PhysicalEngineLauncher.cpp
| ├── PhysicalEngineLauncher.h
├── test
| ├── TestParticle
│ │ |── *
| ├── CMakeLists.txt
| ├── matrix33Test.cpp
| ├── matrix34Test.cpp
| ├── quaternionTest.cpp
| ├── vector3dTest.cpp
├── .clang-format
├── .editorconfig
├── .gitattributes
├── .gitignore
├── CMakelists.txt
├── CMakePresets.json
├── CMakeSettings.json
├── imgui.ini
├── README.md
- C++ 14
- CMake
- C++ compiler (MSVC, Mingw, ...)
- Glad
- GLFW (3.3.8)
- OpenGl (3.3)
- Dear ImGui (1.88)
- glm (0.9.8.5)
To compile the app, the first thing you need to do is install a C++ compiler:
- Visual Studio (MSVC)
- Mingw
- ...
You also need to install Cmake:
https://cmake.org
Once your environment is set up, depending on your operating system you'll need to install some libs before compiling
the project. Refer to the section below Windows
or Linux
or MacOs
.
Windows users can directly compile the project by typing the following command at the project root folder:
cmake .
Note
If you're using Visual Studio, you can install CMake directly from the IDE (Visual Studio Installer). Then you need to open the Project as a CMake Project, not a Visual Studio Project!
Linux's users need to install some libs before compiling the project:
First thing to do is to install CMake, type the following command to install it.
sudo apt-get install cmake
You also need to install the GLFW lib. Type the following command at the project root.
sudo apt-get install libglfw3-dev
You are now able to compile the project. Go to the project root and type the following command:
cmake .
For macOS user, you should install brew package manager by following the instructions in the link below:
https://brew.sh
Then type the following command to install cmake:
brew install cmake
and this one to install GLFW
brew install glfw
You are now able to compile the project. Go to the project root and type the following command:
cmake .
Placeholder
A CMake test is set up to directly test the program. You can find it in the test
folder and start it by typing the
command below at the project root folder.
ctest
The project is set with a set of different scripts:
- CodeQL: This script is used to check the code for security issues.
- CMake: This script is used to build the project.
- Cpp Cmake Publish: This script is used to publish the project on GitHub.
- Flawfinder: This script is used to check the code for security issues.
- Microsoft C++ Code Analysis: This script is used to check the code for security issues.
- Cpp Linter: This script is used to check the code for security issues.
OpenGL:
https://www.khronos.org/registry/OpenGL-Refpages/gl4/
OpenGL loading library:
https://www.khronos.org/opengl/wiki/OpenGL_Loading_Library
GLFW:
https://www.glfw.org/docs/latest/
Dear ImGui:
https://github.com/ocornut/imgui
GLAD:
https://glad.dav1d.de/
GLM:
https://glm.g-truc.net/0.9.8/index.html
STB:
https://github.com/nothings/stb
ImPlot:
https://github.com/epezent/implot
Learn OpenGL:
https://learnopengl.com/Getting-started/Hello-Triangle
Developpez Learn OpenGL (Translated in French):
https://opengl.developpez.com/tutoriels/apprendre-opengl/?page=creer-une-fenetre#L4-5
https://opengl.developpez.com/tutoriels/opengl-tutorial/
Sphere OpenGL:
http://www.songho.ca/opengl/gl_sphere.html
unrealistic.dev (Change CMake working directory):
https://unrealistic.dev/posts/setting-debug-parameters-with-cmake-tools-for-visual-studio
Quentin MOREL:
- @Im-Rises
- https://github.com/Im-Rises
Gabriel REBOUL:
- @spiryti
- https://github.com/spiryti
Clémence CLAVEL:
- @clemos38
- https://github.com/clemos38