Pikuma – 2D Game Physics Programming

Pikuma – 2D Game Physics Programming

Pikuma – 2D Game Physics Programming

Pikuma - 2D Game Physics Programming
Pikuma – 2D Game Physics Programming 2

Pikuma – 2D Game Physics Programming


This course is a gentle introduction into the world of 2D game physics! We’ll review all the beautiful math that provides the foundation for most physics engines, starting with a strong review of vectors, matrices, basic trigonometry, rigid-body collision, and touching a little bit of calculus as well.
c++ physics engine tutorial

The lectures are designed to teach all concepts from first principles. In our journey, we’ll review several topics from physics, like velocity, acceleration, integration, mass, forces, gravity, drag, friction, rigid body dynamics, collision detection, constraints, etc.

We’ll also put theory into practice by coding a very simple 2D physics engine from scratch using the C++ programming language.

We’ll start by writing a simulation of particle physics, which is a good start for us to address concepts like movement, forces, displacement, and integration.

We’ll then proceed to work with rigid bodies by adding shapes to our objects, like circles, rectangles, and polygons. We’ll also learn how to code the collision detection and collision resolution between these rigid bodies.
physics engine constraints tutorial

We’ll conclude our C++ implementation by adding constraints to our physics engine, which will help us add different types of objects to our engine, like joints and ragdolls. Ultimately, constraints will help us improve the stability of our engine, and they are a great opportunity for us to discuss some interesting ideas from calculus.

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Pikuma – 2D Game Physics Programming




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