Before I knew the existence of Jitter Physics (which is what I’ll end up using), I decided to try to make my own Physics Engine following Game Physics Engine Developmnet by Ian Millington, and basically got stuck somewhere when making Contact Resolvers for Rigidbodies. However, I wanted to share my experience making Physics Engine, hopefully as briefly as I can while still making sense. Base Data Types Before we get started in creating the very best physics engine (right?
EDIT: Looks like Unity Cloud Build now has this built in! Yay! Thanks for those that did donated! Hope it helped you out in the interim! I wanted to write a small blog post about how to show notifications on your Discord channel when a cloud build is ready. Here are the steps: (Optional) Add a channel where build notifications will appear Setup webhook URL in Discord Setup translation webhook Connect webhook URL to Unity Cloud Build Done!
More setup! Joy!
After setting up MinGW from our previous post, now we want to add a package called freeglut to our MinGW directory so we can some graphics to our programs.
- Download freeglut for MinGW from (http://www.transmissionzero.co.uk/computing/using-glut-with-mingw/)
- Copy the contents into C:\MinGW (or wherever you installed MinGW)