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Cirobb is a2D Rigid Body Physics Engine inspired byBox2D Lite that was created with the purpose of helping people who are starting in this wonderful world of physics for Videogames. The Engine uses the Erin Catto's Contact Persistence Algorithm and it's implementation of the PGS (Projected Gauss Seidel) solver to solve the MLCP very well known as a SI (Sequential Impulse).
Additionally, it features a straightforward 2D Collision Detection system that efficiently calculates Contact Points, Normal Direction, and Penetration depth. This project aims to provide a clear and detailed understanding of how physics engines work under the hood, making it an ideal learning resource for game developers.
💡 For more complex simulations with multiple constraints and shapes, we recommend usingBox2D, which is considered the best open-source 2D physics engine available.
Impulse-based Dynamic Simulation of Rigid Body Systems
Kenny Erleben
Book of Physics-Based Animation 2005
Numerical Methods for Linear Complementarity Problems in Physics-based Animation
David Baraff
Analytical Methods for Dynamic Simulation of Non-penetrating Rigid Bodies
Fast Contact Force Computation for Nonpenetrating Rigid Bodies
Linear-Time Dynamics using Lagrange Multipliers
Physically Based Modeling, Pixar Animation Studios
Jim Van Verth
Numerical Integration
Understanding Rotations
Matthias Müller
Position Based Dynamics
Michael B. Cline
Post-Stabilization for Rigid Body Simulation with Contact and Constraints
Randy Gaul
Separating Axis Test (SAT) and Support Points in 2D
Books on Game Physics and Collision Detection
Game Physics Pearls by Gino van den Bergen and Dirk Gregorius
Real-Time Collision Detection by Christer Ericson
📝 Note
Cirobb is designed as an educational introduction to 2D physics engines. It intentionally maintains simplicity to facilitate learning and understanding of fundamental concepts.
About
A small 🎮 2D physics engine that explains mechanics ⚡ in physics engines for educational use ✨.