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Simple, open source, 2D impulse based physics engine for educational use.

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in Shape.h ``` void SetBox( real hw, real hh ) { m_vertexCount = 4; m_vertices[0].Set( -hw, -hh ); m_vertices[1].Set( hw, -hh ); m_vertices[2].Set( hw, hh ); m_vertices[3].Set( -hw, hh );...

I had not other way to reach you to let you know.

sf = std::sqrt( A->staticFriction * A->staticFriction ); Is there a reason this is done like so? Something unfinished, perhaps? PS thank you so much for a clear 2D working example....

Hi. Unfortunately, I am stuck on compiling the project. I am using VS 2019 and eventually getting this problem. Any ideas for opening the project in VS 2019 ? ![image](https://user-images.githubusercontent.com/43638551/119270267-8c059800-bc04-11eb-8efe-9b804c0fbefa.png)

If a simulation (using forces) is repeated with a lower deltatime (for example 1/120 instead of 1/60), the resulting state will be different even after the 1/120-simulation processed twice as...

I'm finding that the BiasGreaterThan function results in cases where a square can get stuck in a polygon at certain positions. This seems to be because the wrong reference/incidence face...

Hello! Thank you for sharing Impulse Engine - I found it very useful for getting my bearings. I noticed that the impulse calculations use `invMassSum` for both the normal and...