BALLLZZZ SIMPLE LINK / CHAINS SOFT BODY DYNAMICS - BODDIIES 3D BALLZ Audio Visualizer using planetary forces as msuics volume Use this to model a ball balance, pendulum, spider walker machine language
https://www.gafferongames.com/post/fix_your_timestep/ - Peak https://leanrada.com/notes/sweep-and-prune/ https://developer.nvidia.com/gpugems/gpugems3/part-v-physics-simulation/chapter-32-broad-phase-collision-detection-cuda https://lisyarus.github.io/blog/posts/perfect-collisions.html#section-you-spin https://gameprogrammingpatterns.com/spatial-partition.html https://gameidea.org/2024/02/02/physics-collision-detection/#Space_partitioning https://www.toptal.com/game/video-game-physics-part-i-an-introduction-to-rigid-body-dynamics
IDEAS: use threads to run the colliison detection after the update. so it checks while the frames are being generated. so by the next tien the dt finished we will already have collisons detected.
TODO: parallize the space partioning chains
FOLDERS: main-engine - This is the one I started of with and has all my ideas and all the different codes simple-engine - This is my best simple engine with space partioning constraint-engine - This is the same as simple-engine but with contraints for links and soft bodies 3D-engine - This is the same as constraint-engine but in 3D with WGPU
FUTURE OTHER PROJECTS: Fluid dynamics Rigid body dynamics Planet simulations
Due to fluid dynamics being very similar to this and rigid body being mainly math and planets similar to fluid gonna end this project and hopefully take more advanced steps in other projects where I do stuff like this. Maybe next time I implement a paper like XPBD instead of using this basic soft body idea.