Cool, thanks for the tips. While being forced to solve the equations on my own is a inconvenience in one sense, it is a lot of fun to actually produce a solution that is, in some ways, my own. ( At least in the sense that it requires understanding all the concepts and applying them to a known...
Yes, that was a big help thank you. I'm beginning to see that there are equations that simply don't make sense. I have been able to logically decompose 90% of the 3D equations, but some just don't make sense, even in a simple Rigid Body model.
The trouble I'm having with 2D is finding good...
I've been thinking about the conversion of
3D
Cross( a, b )
2D
Cross( az, bxby )
This is in regards to how to properly convert Cross( Body.w, Contact.Point - Body.Position ) in 3D to 2D. In 3D I have 2 Vector3's, in 2D I have Cross( Scalar, Vector2 ). The conversion, if the Scalar represents...
I was vague. I'm sorry for not explaining better. The trouble I'm having is not taking an existing 3D space and converting it. The problem I'm having is taking the equations for 3D physics interactions and converting them entirely to 2D so that I can create a 2D space in which all interactions...
Hello, I'm trying to write a 2D physics engine to learn the basic principles of how this all comes together. As a note, I'm not very adept in the field of physics. I took physics in college but it was very difficult for me.
This is a rather general question, and I'm not sure it has a simple...