60 Commits

Author SHA1 Message Date
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
4f7a494fff Interesting... collision response 2025-01-19 22:15:22 +04:00
43f8c66ec1 Start implementing convex collisions 2025-01-17 00:24:17 +04:00
ccefa6b952 Start implementing rigid body collision 2025-01-12 02:57:33 +04:00
e618ad9520 Timestep independence, finally 2025-01-09 15:07:19 +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
5c0dd2f9f5 My own rigid body phyiscs that works, wat 2025-01-04 21:49:34 +04:00
bb77e8e821 Start of the physics engine with immediate mode api (waaat) 2025-01-04 20:05:24 +04:00