I Made A Physics Engine

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  • Опубликовано: 6 июн 2024
  • Physics Engine. I decided to make my own my goal was to create a physics engine that can handle stuff that Unity usually does for you like rigidbodies!
    ➤My Links:
    Discord: / discord
    Instagram: / gabzxd
    Twitch: / officialzyger
    Twitter: / zygerdesigns
    Patreon: / zyger
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    ➤Ignore:
    I created my own physics engine. I tried to make it as much like unity so that I can flex and show others that I can actually do something in my life. I created features like colliding objects, velocity, acceleration, gravity and much more. I spent a lot of time working on my rendering engine to allow me to draw 2D and 3D shapes on the screen. I got inspired by jdh and Dani to start making videos again so here is this. Also I ended up submitting this project for my university assignment and somehow actually passed lol.
    #gamedev #zyger #gameengine
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Комментарии • 268

  • @CodeMonkeyUnity
    @CodeMonkeyUnity Год назад +712

    The title "I AM LOSING MY MIND" definitely sounds accurate when trying to build a physics engine from scratch

    • @object-official
      @object-official Год назад +8

      why are you here

    • @allanwernermusic
      @allanwernermusic Год назад +8

      @@object-official really isnt that weird

    • @dorkle9085
      @dorkle9085 Год назад +3

      @@allanwernermusic yeah it's really not

    • @greg77389
      @greg77389 Год назад +10

      No, just when doing it in C++. Physics engines in general are pretty easy to make conceptually.

    • @vincenzopanella2705
      @vincenzopanella2705 Год назад +9

      "they" actually say it takes a week to write a physics engine and one year to fine tune it

  • @cornelius600
    @cornelius600 Год назад +310

    Sometimes you gotta do it to appreciate game engines even more

    • @bladefier1954
      @bladefier1954 Год назад +5

      All the time*

    • @astroid-ws4py
      @astroid-ws4py Год назад +10

      Game Engines too mostly just integrate some third party solution like PhysX, Bullet etc. They definitely do not make everything themselves.

    • @ivymuncher
      @ivymuncher Год назад +1

      @@astroid-ws4py it's still great to have all those tools kindly bundled for you

    • @halfbakedproductions7887
      @halfbakedproductions7887 Год назад

      @astroid 5698 That's often why a lot of older games get open sourced and parts are still missing. They've used a third party library and don't have the rights to distribute that code.
      For that reason one of the old Civ games went open source but with no audio capabilities whatsoever.

    • @catsdontboot8735
      @catsdontboot8735 8 месяцев назад

      Unity doesn't need appreciation now

  • @mariovelez578
    @mariovelez578 Год назад +78

    I think you should try resolving collisions instead of pushing them or moving both apart. There are a few algorithms I would suggest like the Separating Axis Theorem or GJK. This will make it so objects don't intersect with each other. Another thing would be a spacial partitioning tree for faster collision detection. I could go on about physics engines as I made a 2D one myself and will make a 3D one in the future with all the features. For buoyancy you can check the volume of the intersection between the plane and sphere and add a buoyant force * volume.

    • @ZygerGFX
      @ZygerGFX  Год назад +22

      I did do collision resolution. Just explained it differently in the video because I thought people would understand more easily. As for the spacial partitioning tree I'll check it put as I've never heard of it before. And that's awesome that you've made one before I might give a 2d on a go at some point 😄

    • @awillingham
      @awillingham Год назад +3

      @@ZygerGFXwould definitely recommend doing a 2d one. The maths are mostly the same just quite a bit simpler, and everything is just nicer to work on. You get to do all the cool physicsy stuff without the pain of OpenGL.
      Also spatial partitioning is awesome! I’ve used quadtrees for collision detection in my particle simulations quite a few times

    • @ReasonMakes
      @ReasonMakes Год назад +2

      @@ZygerGFX Octrees!

    • @jackdavis729
      @jackdavis729 Год назад +1

      @@ZygerGFX You might have heard of a quadtree or an octtree instead. They're comparable to binary trees

  • @kayraegek1856
    @kayraegek1856 Год назад +16

    I like the works you do

  • @WezWesley
    @WezWesley Год назад +2

    Really good video, keep this style of content going!!

  • @kenan2386
    @kenan2386 Год назад +14

    I'm also making a physics engine, and I can say that the window title "I AM LOSING MY MIND" is in fact relatable

  • @SmollShroom
    @SmollShroom Год назад +1

    this video is amazing...i love how good u explain the theory!

  • @Ozown
    @Ozown Год назад +1

    That's really cool, I've been interested in trying something simliar but haven't gotten around to it. Great video!

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      thanks a lot. yeah you definitely should its a lot of fun and stress at the same time :D

  • @dandymcgee
    @dandymcgee Год назад +1

    Nice work! You learned a lot in a short amount of time.

  • @anannoyingsenseofnormalcy.5677
    @anannoyingsenseofnormalcy.5677 Год назад +7

    Your voice is sooooooooo calming

  • @JC-jz6rx
    @JC-jz6rx Год назад +38

    I really like this, been meaning to do the same. build out some more primitive functionality from scratch to see how game engines work. But alas, as a web developer all the maths go over my head. thank you for the video documenting your experience on this.

    • @Illmare
      @Illmare Год назад

      lol same I'm an embedded systems eng and even tho I work with more obscure tech everything that goes into game dev is like arcane magic to me.

    • @poipoi300
      @poipoi300 Год назад +1

      As long as you can subdivide the problem into small enough parts, you can probably manage. You also don't really need to know a formula to apply it, you just need to know which one to use. Approximations and substitutions are often good enough or even better too.

    • @orter4030
      @orter4030 Год назад

      Same lol.

  • @kubic-c3186
    @kubic-c3186 Год назад

    Honestly I love this content, it may not be a super complicated physics engine, but it’s fun and simple

  • @aldeezy1
    @aldeezy1 Год назад +1

    i like the maple story sound effects, very nice.
    oh and the engine showcase was cool too I guess

  • @unraveledultimatefate
    @unraveledultimatefate 3 месяца назад

    Assuming you have yours that we can use now open source, the building blocks and the intricates of physics can really overwhelm a seasoned physicists head, and yours is blown but still in there clear headed giving upper cuts to procrastinating doing something requiring this kind of effort, congratulations, liked to watch your introduction!

  • @LethalChicken77
    @LethalChicken77 Год назад +2

    Reasons to make your own physics engine:
    1. Masochism
    2. ???

  • @boersme5482
    @boersme5482 Год назад +1

    Great video. It's interesting to see someone building physics engines from scratch. I also tried to make my own, however I never figured out how to calculate amount of torque applied to an object during collisions. I am still thinking about it from time to time...

  • @plasmarade
    @plasmarade Год назад +2

    Nice video, and nice narration.

  • @fckyu5440
    @fckyu5440 Год назад +1

    Glad I found your channel. Subbed!

  • @Will-Eves
    @Will-Eves Год назад +4

    Epic engine! I made something similar for my game engine video, except mine was probably worse. Good job!

    • @ZygerGFX
      @ZygerGFX  Год назад +2

      Oh cool I'll check out your video

  • @jaysistar2711
    @jaysistar2711 Год назад

    By the way, I like the video style, and the material. Keep it up!

  • @D-ingus
    @D-ingus Год назад +1

    dude thats so freaking cool.

  • @spacefishaviation276
    @spacefishaviation276 Год назад +7

    I keep making stuff like this, and its hilarious how all the engine devs are like 'No no but it doesnt help me!!!' its funny how you constantly justify when really, its fine to use libraries and stuff to do things

  • @tristanmisja
    @tristanmisja Год назад +1

    Not only did you make a physics engine, you made a rendering engine. Nice.

  • @nitricswight
    @nitricswight Год назад +1

    welcome to low level gang >:) awesome video!

  • @papaveneti7759
    @papaveneti7759 Год назад +6

    I want to point out that if you neglect water friction, a body will oscillate if you put it in the water because of the boyancy. Maybe that is what's happening in your code

  • @tomasdougan1419
    @tomasdougan1419 Год назад

    Awesome video!!!

  • @random_guy_on_the_internet69
    @random_guy_on_the_internet69 Год назад +1

    "ParticleModel::ParticleModel::ParticleModel()"
    My brain is hurting

  • @jenlifh2871
    @jenlifh2871 Год назад +1

    GG and underrated

  • @nickellis-gowland7982
    @nickellis-gowland7982 9 месяцев назад

    Great job!

  • @KaustavMajumder
    @KaustavMajumder 3 месяца назад

    Mad respect. You used the DirectX Logo from the DxDiag program. I do the same for my Win32 C++ DX applications as well.

  • @KingJellyfishII
    @KingJellyfishII Год назад +5

    "So I now have this and I'm never gonna use it" typical programmer things

  • @Luredreier
    @Luredreier Год назад

    Thank you for sharing this. :-)

  • @CraizyMotion
    @CraizyMotion Год назад +3

    I feel good at code then I see these videos and I’m like “oh” 😂

  • @_jose_antonio_
    @_jose_antonio_ Год назад +1

    people doing this kind of thing from 0 is amazing, so I'm going to that side of the thing

  • @rayanedesign5537
    @rayanedesign5537 Год назад

    amazing !

  • @emmettdja
    @emmettdja Год назад +1

    Sick.

  • @balinthonvari7723
    @balinthonvari7723 Год назад

    so cool!

  • @JonathanZigler
    @JonathanZigler Год назад

    Fantastic

  • @alighahremani4626
    @alighahremani4626 Год назад

    I didn't blink while seeing this video.
    That was sooooo interesting.

  • @ChronicoOne
    @ChronicoOne Год назад

    Great visual explanations in this video! I found it interesting that you chose to use Direct X for this project. I haven't worked with it myself, but I put together a crappy little game engine in C with OpenGL. So I know how much work goes into building just the graphics side of things. Great work! I might take some notes from this for future videos.

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      thanks yeah I don't know much about graphics programming and got recommended DirectX by someone so just gave it a shot. I also tried OpenGL before and yeah it can take a lot of effort to get something working. also props to you for using C and OpenGl. :D

    • @ChronicoOne
      @ChronicoOne Год назад

      @@ZygerGFX Thanks. I started reading up on C++ after that project. Not fun in C lol

    • @mariovelez578
      @mariovelez578 Год назад

      @@ZygerGFX OpenGL is a lot easier to work with but DirectX is more powerful from what I've heard

    • @ZygerGFX
      @ZygerGFX  Год назад

      ​@@mariovelez578 oh fair enough I had no idea.

  • @duduken20
    @duduken20 Год назад

    I will like and watch later for sure!

  • @benjaminmcmullen6418
    @benjaminmcmullen6418 Год назад

    I need to study this

  • @romo3384
    @romo3384 Год назад

    You definitely should collab with Gonkee! You guys would be amazing together!!

  • @horstschlawutzke6645
    @horstschlawutzke6645 Год назад +2

    This hurts. A physics engine is quit a bit more than this baby stuff.

  • @shibii
    @shibii Год назад

    that mushroom death sound from maplestory at 0:45 hahaha that triggered some nostalgia :')

  • @Benjabenjaaaa
    @Benjabenjaaaa Год назад +4

    Really Cool ("But WHY?") how do you have the time for this stuff

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      I don't know sometimes lol. Mind you I made this a few months back haha :D

  • @Albileon
    @Albileon Год назад +2

    Oh my god this gave me ptsd flashbacks. Back in the days in university we also had to create a physics engine in 3d. Have support for slopes, spheres, cubes, rectangles and then created a 'simple' pinball game to show that the engine works. We had a deadline of 6 weeks, and you were not allowed to use any libraries or whatsoever except for DirectX or equivalent, as long as you wrote all the math yourself, and collisions, responses, et cetera. No other sources or pre-finished things were allowed, you had to understand everything you wrote, document it and then have an exam on the mathematics. Worst thing I ever had in my life. Can't believe you'd just do this for fun 🤣
    Edit: I failed the class hard and redid that class a year later, after 3 months of hardcore studying before it even begins. I thankfully passed.

    • @ZygerGFX
      @ZygerGFX  Год назад +2

      Oh that's brutal

    • @jkf16m96
      @jkf16m96 Год назад

      that's definitely brutal, 6 weeks????
      and they wanted you to use the bare minimum, omg i wouldn't be able to do that, it sounds like a huge hassle.

  • @RedstoneHair
    @RedstoneHair Год назад

    5:54 "I AM LOOSING MY MIND" cutee

  • @insanben07
    @insanben07 Год назад

    Yeah you have some guts for sure

  • @shadamethyst1258
    @shadamethyst1258 Год назад +7

    It was quite interesting hearing you learning those concepts.
    It looks like your integrator isn't correct, though, which would explain why bouncing the spheres off of each other looked janky. When things fall, you should be able to see their velocity build up over time.
    A simple integrator would be the leap-frog algorithm. It assumes that acceleration is only a function of position and time, but it can be written in a few lines of code and it only has a quadratic error term.

    • @DynestiGTI
      @DynestiGTI Год назад +1

      Verlet integrator is also good probably better even

  • @ITR
    @ITR Год назад

    Nice

  • @MooImABunny
    @MooImABunny Год назад +3

    "the first step of making this physics engine is rendering things on the screen"
    nah, that's a renderer.
    You've built both a 3D renderer and a physics engine.
    Two huge things. Don't undersell yourself my dude

  • @maxfun6797
    @maxfun6797 Год назад

    I am curious about the math level required and used to make this? Such as calculating the spin.

  • @elshadshirinov1633
    @elshadshirinov1633 Год назад +1

    Writing your own physics engine is actually a lot of fun. But doing the rendering with DirectX 11 without libs. Oh my lordy -.-

  • @samarthtandale9121
    @samarthtandale9121 Год назад +1

    You are Awesome 😎🤠, really !

  • @nedboulter9187
    @nedboulter9187 Год назад

    Where did you go to uni in the UK where you used DirectX11??

  • @phostings
    @phostings Год назад

    Hey Zyger, I'm a software engineer but in my free time, I build applications as a hobby. I'm currently working on a graphics engine in C++ but I hit a few road blocks along the way. Do you have any resources that I should be aware of to make the process a bit easier to understand? Thanks!

  • @vrtex17
    @vrtex17 Год назад +1

    I have this and I'm never gonna use it again.
    I can relate.

  • @BunchOfNerdsMakingGames
    @BunchOfNerdsMakingGames Год назад

    I love how you just named the game "I am losing my mind"

  • @SmollShroom
    @SmollShroom Год назад

    And i would love to see how you would continue with an game engine from the point where u ended your video.

  • @AlexBlackfrost
    @AlexBlackfrost Год назад +5

    ngl I'd watch more of these. Did you implement continuous collision detection or just discrete? Is implementing continuous collision detection way harder than discrete?

    • @gommito
      @gommito Год назад +2

      I dont think she coded continous its just an unnecessary complexity that only has some benefits in very specific cases. Its just not worth it and there are more interesting things about physics engines than that to focus on.

    • @AlexBlackfrost
      @AlexBlackfrost Год назад

      @@gommito thanks for pointing it out! I'm very new when it comes to game engine developement

    • @ZygerGFX
      @ZygerGFX  Год назад +2

      no unfortunately I didn't do continuous. Would probably give it a go next time but didn't think it was necessary here. also when I read into it it required a lot more work that I didn't really want to do lol. also thanks for the feedback.

    • @mariovelez578
      @mariovelez578 Год назад

      CCD (continuous collision detection) is very difficult to implement correctly. The simplest one might be a sweep algorithm, but it gets more complex when you add in rotation or want it accurate. Erin Catto, the creator of Box2D, did a GDC talk about his physics engine where he explained in depth how he did it with a kind of binary search. Also, it's only really worth it if you have very fast-moving objects, like projectiles, and at that point it's a lot better to use a ray cast. Most tunneling problems (when an object moves fast enough to pass through another object without touching) can be solved with substeps.

    • @AlexBlackfrost
      @AlexBlackfrost Год назад

      @@mariovelez578 Thanks! I will check that GDC talk. Do you know if implementing 3D collision detection is too hard compared to 2D collision detection? (I'm just curious about it, I don't plan to craft my own physics engine)

  • @idkidk-np8bn
    @idkidk-np8bn Год назад

    MapleStory sound effects I like :))

  • @jebrax
    @jebrax Год назад +1

    Great video! I do exactly the same stuff in my free time :) Wait, you said you're using DirectX, but then I saw a wikipedia page about VBOs in OpenGL. So which one did you pick?

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      I ended up using DirectX. If I got the wrong wiki page my bad 😂

  • @Reditect
    @Reditect Год назад

    I'm trying to make my own physics engine for 2D & 3D. Amazing work btw. I do have a question though: why do people say x game engine has better "physics" than y engine? Wouldn't they all basically use the same equations for things? I'd love to know the difference between the most popular game engines' physics engines. Maybe there's something I don't know yet, but I think that'd be an interesting video idea.

  • @RickeyBowers
    @RickeyBowers Год назад

    Awe, I was hoping to see the typical chain, box pyramid, or cloth simulation - that physics engines seem to cut their teeth on.

  • @kairu_b
    @kairu_b Год назад

    Interesting

  • @iyziejane
    @iyziejane Год назад

    The correct model of collisions is to conserve the 3D momentum before and after, and to conserve X% of the kinetic energy incoming and outgoing to each collision (you could make X depend on the materials involved in the collision, or have some random element). Also you wrote a = v0 - v t but you probably meant v = v0 + at.

  • @handsanitizer2457
    @handsanitizer2457 Год назад

    Hey, great video what website is that with the white background and all the explanations?

    • @ZygerGFX
      @ZygerGFX  Год назад

      Which one ? the collision one is this one: developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection

  • @judedavis92
    @judedavis92 Год назад

    Haha, I read the bio, and you are making a game called ‘Project Jude’. Thanks 4 using my name 😅

  • @reanimatedmanx
    @reanimatedmanx Год назад

    Composition over inheritance

  • @stickguy9109
    @stickguy9109 Год назад +1

    Damn impressive stuff. How long did it take to make your engine

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      This one took like a month maybe slightly longer, but I wasn't working on it all the time and took time of in between so hard to tell how long it really took.

    • @stickguy9109
      @stickguy9109 Год назад +1

      @@ZygerGFX Mine took just as much but I didn't even have textures or multiple objects

  • @tallbright4496
    @tallbright4496 Год назад

    Holy fuck, I love the comic sans

  • @hikaroto2791
    @hikaroto2791 Год назад

    That was hard to hear after that humongus amount of work "Even tho i have this i am never going to use it again"

  • @Thinzy
    @Thinzy Год назад

    i remember having a uni unit on this, it killed me

  • @thespontaneoustomato2676
    @thespontaneoustomato2676 Год назад

    You're so cool!!! 😭😭😭

  • @GabrielAguiarProd
    @GabrielAguiarProd Год назад

    Best. Particle. System. Ever! 😂

  • @JNelson_
    @JNelson_ Год назад

    I may be wrong but your physics in the collisions look incorrect, are you calculating them as elastic collisions, using the conservation of energy and momentum?
    Also as others mentioned spatial search trees are awesome and super important, oct-trees (3d quad tree), k-d trees and R-trees all serve this purpose

  • @EduardVE314
    @EduardVE314 Год назад +1

    Finding this video after struggling all day with unity physics:
    Why?? How do you have so much free time?
    And I love math and code but...

  • @marcboss
    @marcboss Год назад

    It's a hard thing to do but I guess if there's a video you made it (:

  • @eric-jt
    @eric-jt Год назад +1

    You should try Raylib out. It’s a library that simplifies that process

    • @ZygerGFX
      @ZygerGFX  Год назад +1

      Oh okay ill check it out thanks

    • @cerulity32k
      @cerulity32k Год назад

      raylib is great

  • @danielelaprova4119
    @danielelaprova4119 Год назад

    Very very nice project and impressive results but gurl why did you do it in directx and c++ (I am a linux enthusiast)

  • @enitalp
    @enitalp Год назад

    Nice video; you should learn how to use reference for performance reasons, especially in a physic engine, like,
    bool CollisionHandler::CheckCollision(const BoundingBox &box1, const BoundingBox &box2)
    {
    const Vector3d &box1Min = box1.GetMin();
    ....
    Ok, first, the reference, then learn the const; it's nice to have. ;)
    In c# class is a reference by default, and the struct is a copy.
    In c++, by default, class, and struct are passed as copy, which is helpful in some cases, but both class and struct should be given to another function (or returned, when possible) as a ref or pointer (ref has the advantage of having a friendlier interface . instead of ->)
    In the case of this function, you create (temporary) 2 copies of BoundingBox, then 4 more at the start. A lot of time is lost for a function that can be called millions of times per second ;p
    I hope that will help you; keep up the excellent work.

  • @SamarthCat
    @SamarthCat Год назад +1

    I'm pretty sure unity uses NVIDIA PhysX (At least on my PC)

  • @artsmit9545
    @artsmit9545 Год назад

    Hy ,what ide you using for this project

  • @Amitkumar-dv1kk
    @Amitkumar-dv1kk Год назад +3

    Tried to make a game engine in opengl and java before but soon gave up, I'll try again with rust and vulkan.

    • @ZygerGFX
      @ZygerGFX  Год назад +2

      Oooh yeah it can be quite difficult. I heard vulkan can be hard too

    • @astroid-ws4py
      @astroid-ws4py Год назад

      You can try with WGPU, It is a cross platform graphics abstraction library for Rust, Really a high quality one.

  • @AtomicCodeX
    @AtomicCodeX 2 месяца назад

    Actually that is exactly what Gravity is, Space is pushing us down. but any continue continue...

  • @ellywithpluto125
    @ellywithpluto125 Год назад

    is that sound effect come from maple story snail die sound effect.

  • @NickProkhorenko
    @NickProkhorenko Год назад

    Girl made a physics engine in code... Awesome...

  • @noahhradek5426
    @noahhradek5426 Год назад

    Cool but physics is complicated lol. I wonder if you could add support for differential equations easily.

  • @cameleon5724
    @cameleon5724 Год назад

    Endless enigmatic book in all languages. You can write a book with mirrors in all languages of the world. You can speak two languages at once, you just need to find the perfect reflection, same content, different translation. Infinite Mirrors. Pi 3.14 XBooks. Hybrid language!!!!!
    One content, two languages. What I have now written may have a perfect mirror in another language.!!!!!!!!!!!!

  • @kkololp
    @kkololp Год назад

    love the idea, but you should improve your physics's skill. you should devide the force by combined mess of objects, rather than applying the same acceleration to it.

  • @jazzling
    @jazzling Год назад +1

    0:20 why is the S capitalised? is it just an accident?

  • @abcenglish7044
    @abcenglish7044 2 месяца назад

    What's the algorithm name please?

  • @azgamedev7852
    @azgamedev7852 Год назад

    Next video: "I hacked into NASA and made a game IRL using their rockets..."

  • @SkateTube
    @SkateTube Год назад

    Making Your self known or saying that You did something in life with this would be putting this information out there in most readable form on some sort of blog, with all known crack perspectives, such as operating system etc

    • @ZygerGFX
      @ZygerGFX  Год назад +2

      You can do things in life without posting online to others about it. The only reason someone would do that is to make their work more known, and let other people learn from it. But not posting about it doesn't make you not accomplish great things in life. People spend their lives on passions and don't post about it, that doesn't mean they didn't do something in life. It just means it's only known to them and that's okay. I don't care if others don't know how I did this or simple don't know I've made something like this. It was fun and that's all the validation I need.

    • @SkateTube
      @SkateTube Год назад

      @@ZygerGFX this makes me do a phylosophy about purpose of our gadgets... everyday, till next century, if You are poor or have signs of not being productive or advanced in Your life, somebody will say to You to stop wasting Your time, and move on... when it's really unbelievably unimportant, unless the goal is material wealth or status... i really like that You found this as validation for Your time, as it could be an iQ point in general conversation, due to fact, artificial is based on all kinds of computer mechanics...

  • @Hersonrock12
    @Hersonrock12 Год назад

    Do you share the code? I want to learn how something like this is done :)

  • @spiritedaway316
    @spiritedaway316 5 месяцев назад

    So refreshing to see a woman doing this, makes me go on. Fellow girlie here trying to make a physics simulator, and got overwhelmed by all the manly men giving manly advice and being condescending. Love ya!

  • @thiccccookie
    @thiccccookie Год назад

    I’ve been making a whole 3D engine recently and I’ve been wondering if I should change from AABB to SAT or GJK any thoughts? I do have some time constraints so if anyone smarter than me could help that would be much appreciated!

    • @spaghettiking653
      @spaghettiking653 Год назад +1

      My friend made a ray-tracer using SAT, but I dunno if that's any use as advice. I can't say whether SAT is the best algorithm for collisions, but at least I can be sure it works fine. Not sure if you need to change to using it tho.

  • @MegaXDBrasil
    @MegaXDBrasil Год назад +1

    So for what you made this? It's very hard and stressful...

  • @hicoop
    @hicoop Год назад +1

    Looks really cool. Is it on github?

    • @ZygerGFX
      @ZygerGFX  Год назад

      No unfortunately not maybe I should at some point lol

    • @zy4638
      @zy4638 Год назад

      ​@@ZygerGFX expect your project link!