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Making a 2d rigid-body physics engine is a really fun project. I made one myself in javascript before learning about linear algebra. And I dug deep into the maths to get it working. Despite months of work, I barely scratched the surface beyond the widely known basics.

Making a stable engine where objects don't compress into one another or jitter is a rabbit hole without a bottom that even the most math-heavy articles I could find rarely touched.

I used a series of old articles by Christ Hecker to understand the maths myself. http://www.chrishecker.com/Rigid_Body_Dynamics




Yes! "Part 3: Collision Response" is basically what I'm using as a reference for these articles.




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