I open sourced my "toy" version of JavaScript physics engine just few days ago too. It's not really for serious work, but may be (hopefully) simple and good enough for beginning programmers to learn one way of starting such a project.
https://github.com/fuzzthink/SPE.js
Thanks! No, haven't had the time to do an SVG demo, but that shouldn't stop anyone from doing so ;) Thanks for the link, didn't know about jquery.svg, maybe I'll play around with that if I find the time or no one builds one already.
The performance of the demo is awesome. Has anyone tried to do anything more complicated and tested performance. Would be fun to make a js game from this.
TBH it's a small demo - I've heard while JS engines these days are fast, they still struggle with complex physics simulations. I can't see any performance details/improvements noted in this release - anyone got figures?
Unfortunately the game was taken down due to the Japan situation. Understandable.
Under Safari i was able to simulate ~80 live physics objects in a high collision environment at full frame render, bound to the DOM at 60fps on reasonable hardware 6 months ago (safari still has the fastest DOM paint time out there now).
Even when using Firefox 3.6 i could manage around 20 dynamic objects.
No CSS3 animation, just math and re-paints.
Javascript Math is not slow (at all), its generally the DOM/Canvas slowing you down.
Of course! This is now nearly possible in Chrome/Safari/FF5, but the limiting factor is still primarily re-paint time rather than the simulation itself.
In the project, it says box2d-js.sf isn't being updated anymore. Would've been nice to take over the older project so people who were using that one would know there was renewed interest in maintaining this code.