c31ebea3bd
Web Build!!!
2025-05-23 17:42:10 +04:00
6e2ad6a3b0
Raycast against level geom
2025-05-12 11:27:16 +04:00
735c61fd05
First implementation of track collision (non convex triangle level geometry)
2025-05-12 01:17:49 +04:00
df0fe56368
Refactor rewind to include the whole world, not just physics sceen
2025-05-08 14:32:31 +04:00
a4ed430efe
Fix a bunch of collision bugs
2025-05-03 23:24:45 +04:00
8fe95ce5a0
Fork raylib to expose GetGLProcAddress
2025-05-03 00:18:30 +04:00
1ea89fb2c9
Improve engine friction, add a rev limiter
2025-05-02 21:11:48 +04:00
08b6748d76
Add tyre friction debug visualization and tweak tyres to be more slidy
2025-05-02 20:32:13 +04:00
bf7b7e6ae3
Implement wheel rotation and friction
2025-03-16 14:53:13 +04:00
50d0401479
Implement friction in PGS
2025-03-15 20:53:45 +04:00
d1feaa0602
More progress on PGS
2025-03-09 22:54:40 +04:00
a2ad9e490a
Refactor collision detection to support persistent contacts across frames
2025-03-09 15:04:13 +04:00
860f9f59b6
Optimize edge separation test, use SOA structs in more places
2025-03-02 21:14:12 +04:00
503d6170c2
Fix restitution and start implementing BVH acceleration for collision
2025-03-01 19:04:01 +04:00
c91018fec8
Remove unnecessary rl dependency in physics engine
2025-03-01 13:30:25 +04:00
c2b831a4d6
Implement simulation rewind
2025-02-09 19:54:44 +04:00
d816e96c3e
Refactor convex shape handling
...
This will allow me to implement rewind easily
2025-02-09 19:15:56 +04:00
bf995882e6
Double buffer physics state to allow easy debugging and interpolation
...
Fix a bug in restitution
2025-02-09 02:21:34 +04:00
ef51a9ee30
Fix convex mesh to remove coplanar faces, fix contact debug visualizer
2025-02-02 03:01:28 +04:00
25ff57168b
Collisions for the convex shape
2025-02-02 02:41:24 +04:00
196bafb401
Static and dynamic friction working, it's starting to look pretty convincing
...
Still got a bug when colliding with edges at some specific rotations. Probably fucked relative position conversion somewhere and using a local pos instead
2025-01-26 22:43:23 +04:00
1a74039ad8
Static friction and refactor constraint params
2025-01-26 21:53:53 +04:00
19a1398068
Try to fix edge collision issues, more debug stuff
2025-01-23 04:06:11 +04:00
f2f23ee2e0
Proper stable collisions
...
Turns out when you get a collision pair YOU SHOULD HANDLE CONTACT RESPONSE FOR BOTH BODIES, NOT JUST ONE OF THEM
Otherwise they move and their next collision (if a->b, b->a are found and resolved separately) they might penetrate badly or worse and everything blows up
This is probably not as important in sequential impulse type solvers because the actual position update is deferred, but in a position based one it's pretty important as it turns out.
It's also better for performance because I don't have to run the collision query for the same two bodies two times
2025-01-23 02:16:12 +04:00
b40dd32b36
Funny boxes flying
2025-01-19 23:46:01 +04:00
ccefa6b952
Start implementing rigid body collision
2025-01-12 02:57:33 +04:00
e22e667e27
Fixed unstable suspension (feel like an idiot)
2025-01-07 04:23:27 +04:00
0687ff4858
Wheel friction working
2025-01-05 03:16:44 +04:00
bb77e8e821
Start of the physics engine with immediate mode api (waaat)
2025-01-04 20:05:24 +04:00