cyclone-physics
The Physics engine that accompanies the book "Game Physics Engine Design" (by idmillington)
dice-roll-physics-opengl
Small demo of rolling a die and the physics simulation in OpenGL3.3 (by jackw1111)
cyclone-physics | dice-roll-physics-opengl | |
---|---|---|
4 | 2 | |
893 | 7 | |
- | - | |
0.0 | 0.0 | |
8 months ago | over 2 years ago | |
C++ | C | |
MIT License | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
cyclone-physics
Posts with mentions or reviews of cyclone-physics.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-16.
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Creating a Physics Engine for PSX
I am thinking of porting cyclone physics engine (https://github.com/idmillington/cyclone-physics) from the textbook Game Physics Engine Design to PSX as a term project for one of the graduate courses I take, taking on the processing power and memory limitations as challenge. Would it be too difficult to accomplish this in 2 months for me with no prior PSX homebrew experience? I am a CS graduate with some amount of embedded systems experience.
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Dice rolling simulator finale!
I couldn't end up figuring out how to get the proper collision response worked, so I used the collision response from Ian Millingtons Game Physics book. The whole example is pretty concise so I hope others will find it useful if they want to learn how SAT collision and response works. Source code: https://github.com/jackw1111/dice-roll-physics-opengl
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When to put member functions in header, and when to not?
For example. Let’s see a piece of code about physics engine.
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One-Definition-Rule : is "Everything in header" OK?
(actually should be No.3) If I'm completely fine with compiling header every time (like a vector3 class in physics engine (should be compiled every time anyway(example))
dice-roll-physics-opengl
Posts with mentions or reviews of dice-roll-physics-opengl.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-30.
-
Dice rolling simulator finale!
I couldn't end up figuring out how to get the proper collision response worked, so I used the collision response from Ian Millingtons Game Physics book. The whole example is pretty concise so I hope others will find it useful if they want to learn how SAT collision and response works. Source code: https://github.com/jackw1111/dice-roll-physics-opengl
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some shitty physics i did in OpenGL
Here is a link to the source code if interested: https://github.com/jackw1111/dice-roll-physics-opengl
What are some alternatives?
When comparing cyclone-physics and dice-roll-physics-opengl you can also consider the following projects:
pcsx-redux - The PCSX-Redux project is a collection of tools, research, hardware design, and libraries aiming at development and reverse engineering on the PlayStation 1. The core product itself, PCSX-Redux, is yet another fork of the Playstation emulator, PCSX.