Creating a Managed 3D Physics Engine in C# – Part I – Introduction
Physics

Creating a Managed 3D Physics Engine in C# – Part I – Introduction

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?

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