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The Physics engine that accompanies the book "Game Physics Engine Design"

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This branch adds a modern conan/cmake based build system and separate builds for all the demo projects. I tested it on windows 10 and linux and it builds and runs...

Why does the calculateDesiredDeltaVelocity https://github.com/idmillington/cyclone-physics/blob/master/src/contacts.cpp#L148 only use the x component of the contact velocity for calculating the desired velocity? Specifically this code here ``` if (real_abs(contactVelocity.x) < velocityLimit) { thisRestitution...

The is missing implementation for declared class, why?

Enhanced @Amorph initial CMake support with support for other platforms. Also added x64 support to timing.cpp - Add platform support - Add option to copy built files to win32 directory...

Apologies, not sure where else to ask this. I've been following the book for implementing a physics engine and looking at the source code here for reference. There seems to...

For calculating the projection of Box on to an axis, I tried this method that I found in cyclone/src/collide_fine.cpp ``` static inline real transformToAxis( const CollisionBox &box, const Vector3 &axis...

First, it's more a question from c++ beginner, not a big report or something, not sure if this is acceptable, but please let me give it a shot :) In...

Says "Unable to start the program C:/.../cyclone_d.lib" and "C:/.../cyclone_d.lib is not a valid Win32 application". Solutions?

one of `positionEpsilon` should probably be `velocityEpsilon` ``` /** * Returns true if the resolver has valid settings and is ready to go. */ bool isValid() { return (velocityIterations >...