Simple 2D Physics Engine For Blog Tutorials.
Attention: For testbed, please see Physics2D-TestBed-SFML .
Use XMake to build project:
xmake build
- C++ 20
- Basic Linear Algebra
- Collision Detection
- Narrowphase
- Algorithm
- SAT
- GJK & EPA & MPR & Distance
- Contact Pair By Sutherland-Hogdman Clipping
- Continuous Collision Detection
- Sampling Trajectory of Body
- Time of Impact
- Algorithm
- Broadphase
- Axis-Aligned Bounding Box
- Dynamic Bounding Volume Tree
- SAH
- Dynamic Tree & Array
- Raycast
- Sweep And Prune
- Spatial Hashing Grid
- Narrowphase
- Contact Maintainer
- Rigid Body Dynamics Simulation
- Sequential Impulse Solver
- Joint
- Distance
- Rotation
- Point
- Mouse
- Simple 2D Geometry Algorithm
- Support Mapping
- Ellipse
- Circle
- Polygon
- Line
- Point
- Capsule
- Sector
- Intersection
- Raycast
- Line Segment
- Convexity
- Graham Scan
- Convexity Test
- Center
- Incenter
- Centroid
- Circumcenter
- Circle
- Circumcircle
- Inscribed-circle
- Ellipse
- Support Mapping
- Nearest Point
- Support Mapping
- Integrator
- Verlet
- Rk4
- Joint
- Prismatic
- Weld
- Non-Fit Polygon
- Soft Body
- Finite Element Method
- Mass-Spring System
- Rope
- Position-Based Dynamics
- Box2D
- Box2D Lite
- dyn4j
- matterjs
- nphysics
- Box2D Publications
- dyn4j Official Blog
- Game Physics For Beginners - liabru
- Allen Chou's Blog
- Physics Constraints Series - Allen Chou
- Soft Constraints - ODE
- Gaffer's on Games
- Randy Gaul's Blog
- Winter's Dev
- Primitives and Intersection Acceleration
- Real-Time Rendering Intersection
- Inigo Quilez's 2D SDF Functions
- A Simple Time-Corrected Verlet Integration Method - Jonathan Dummer
- Introduction to rigid body pipeline, collision detection - Erwin Coumans
- Foundations of Physically Based Modeling and Animation - Donald House and John C. Keyser
- Real-Time Collision Detection by Christer Ericson
- Game Programming Gems 7 - Scott Jacobs
- Game Physics Cookbook - Gabor Szauer