Table of Contents
I love high performance computing so I chose to build physics engine using C++. The project touched various algorithms with many pros and cons. I also get a chance to write multithreading to improve performance. Below is the algorithms I have implemented so far for collision detection.
Collision handler algorithms
- Naive O(n^2)
- Sorting O(n * log(n))
- Grid O(n * m)
This is an example of how you may give instructions on setting up your project locally. To get a local copy up and running follow these simple example steps.
This is an example of how to list things you need to use the software and how to install them.
- Mac
brew install sfml
- Linux
sudo apt install g++ libsfml-dev
Below is an example of how you can instruct your audience on installing and setting up your app.
- Create build directory
mkdir build && cd build
- use Cmake to generate makefiles and run
cmake ../ && make
- Run the application
./main
- Circle Collision
- Multithreading
- Chain
- Force
- More shapes using circles
- Quad Tree Optimization
- Trusses
- Soft Body
- Cloth
See the open issues for a full list of proposed features (and known issues).
Contributions are what make the open source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated.
If you have a suggestion that would make this better, please fork the repo and create a pull request. You can also simply open an issue with the tag "enhancement". Don't forget to give the project a star! Thanks again!
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature
) - Commit your Changes (
git commit -m 'Add some AmazingFeature'
) - Push to the Branch (
git push origin feature/AmazingFeature
) - Open a Pull Request
Distributed under the MIT License. See LICENSE.txt
for more information.
Dorjderem Namsraijav - [email protected]
Project Link: https://github.com/Dorjderem2002/verlet-physics-engine