u/marianpekar

Physics Engine in Odin from Scratch, Part III

Physics Engine in Odin from Scratch, Part III

In the third part of a series of tutorials on building a physics engine in Odin from scratch, we'll start implementing the cornerstone of our engine based on the theoretical foundation from the previous part, and by the end, our cubes will fall under the influence of gravity.

marianpekar.com
u/marianpekar — 14 days ago

Physics Engine in Odin from Scratch, Part II

The second part of this series on building a physics engine from scratch explains the fundamentals of Newtonian physics and calculus, providing a theoretical foundation for the rest of the series. Though we're not going to add any new Odin code to our physics engine this time, at the end of this part, we're also going to build a very simple physics simulation, with just one particle, in less than 80 lines of code, to immediately illustrate the concepts in practice.

marianpekar.com
u/marianpekar — 1 month ago

The first, mostly introductory part of a new series in which we'll build a physics engine on top of a 3D software renderer we've built from scratch in the previous series.
In this opening part, we'll set up the project, implement a few minor preparatory changes, take a highl-level look at the architecture of a physics engine, and outline the plan for how we're going to build our own across the upcoming eight parts.

In

u/marianpekar — 2 months ago
▲ 4 r/code

Hi, my name is Marian, and I've spent a year writing a series of tutorials on how to build a 3D software renderer in Odin from scratch, starting with a general overview of the rendering pipeline, then covering the basics, and progressing to Phong shading with multiple lights.

Everything is available on my blog for free, no ads, no paywall, no tricks. You can Buy Me a Coffee to support my work, and I'd very much appreciate it, but it's entirely optional.

Links to all 14 parts of the series:

And some examples:

8 render modes

Phong shading with 2 light sources

Phong shading

I've also recently built a rigid-body physics engine on top of that, with two types of colliders, box and sphere, featuring raycasting, gravity, friction, bouciness, etc., and I'm currently working on the first part of a new series of tutorials to cover it all.

Physics engine built on top of 3D software renderer.

reddit.com
u/marianpekar — 3 months ago