It would be interesting to see a tiny bit of "give" on the atoms, so that things that aren't very thick are unsteady. Great work on this!
@mambe4349 Жыл бұрын
Its meant to simulate rigidbody physics, though adding that would make some cool softbody/jelly physics
@alasanof3 жыл бұрын
Every few years, someone is bound to remake the sand particle flash game everyone played in 2001.
@quantumbaqel69713 жыл бұрын
Sandspiel?
@_neophyte3 жыл бұрын
@@quantumbaqel6971 man i remember wasting hours on that site
@AmantePatata3 жыл бұрын
Noita is based on it
@xen323 жыл бұрын
Are you talking about some Powder rip off?
@NeonV01D3 жыл бұрын
Powder game?
@barnabasolah-bozo58373 жыл бұрын
This is awesome! And looks so efficient and realistic already! Keep working on it! :D
@CloudPhase3 жыл бұрын
I've always thought about what if somebody made a physics engine where everything was particles, kinda like real life.
@Phiwipuss3 жыл бұрын
Look up "Powder Toy"
@legolion18493 жыл бұрын
try noita
@artex_1123 жыл бұрын
Look Space Simulaton Toolkit on Steam
@PenguinMaths3 жыл бұрын
@Mustache Merlin I'm familiar with the material point method, but what is PDB? Googling I only found Protein Data Bank.
@-Burb3 жыл бұрын
Look up Teardown, it’s made of voxels so sort of like particles(just larger) but the destruction physics are really good and satisfying.
@nothingnothing17993 жыл бұрын
The lack of comments here is criminal so ima just leave this here
@That_Awesome_Guy13 жыл бұрын
Only 6 comments is kind of sad.
@That_Awesome_Guy13 жыл бұрын
Oh wait, now there's 7 comments.
@That_Awesome_Guy13 жыл бұрын
Crap now there are 8 comments.
@nothingnothing17993 жыл бұрын
@@That_Awesome_Guy1 damn thats crazy now theres 9
@That_Awesome_Guy13 жыл бұрын
@@nothingnothing1799 I don't know what you're talking about. I count 10 comments.
@nv72133 жыл бұрын
Looks super cool! You should try to add a basic blur shader, and then round the blurred values to a single value to make it look like one object breaking apart, I would love to see something like that! Great job!
@AAvfx3 жыл бұрын
Love it! So satisfying! 👍
@zyphery3 жыл бұрын
Very impressive work! I love it
@ignuxas643 жыл бұрын
Great projects man, keep going!
@oguzdemirtas18732 жыл бұрын
This is what i want to do. Congrats man! So inspiring.
@keithmanning65643 жыл бұрын
This is exactly what I’ve been looking for in a project of mine, how did you do it?
@TeenNewsLive3 жыл бұрын
particle physics
@Jason-uv5tm3 жыл бұрын
@Schlingelkron ikr
@n8style3 жыл бұрын
he just did import physics as p; new p().start(); you're welcome
@keithmanning65643 жыл бұрын
@@n8style thanks
@madajo33573 жыл бұрын
@@keithmanning6564 Lmao
@MortVaderDK3 жыл бұрын
Looks Awersome! Keep going!
@ThylineTheGay3 жыл бұрын
This seems really cool
@senorbill3743 жыл бұрын
daym this looks epic hope more people will see this soon
@too-many-choices3 жыл бұрын
must comment for youtube algorithm to strike this masterpiece
@too-many-choices3 жыл бұрын
if i comment again maybe it helps-
@too-many-choices3 жыл бұрын
Maybe if I comment again again?
@too-many-choices3 жыл бұрын
Maybe again again again will be fine.
@s0lly3 жыл бұрын
Looking shweet.
@enrices3 жыл бұрын
Beautiful. More more more videos like this please !!
@rodakdev3 жыл бұрын
Truly amazing, great work
@merthyr18313 жыл бұрын
Awesome stuff!
@DrBZU3 жыл бұрын
Nice work!
@laz_chance_to_see3 жыл бұрын
very nice
@mateuspopoff3 жыл бұрын
beautifull job
@AdamgamesCZ3 жыл бұрын
Can I download it?
@soulguibo3 жыл бұрын
This is really similar to how the flash game SugarSugar works and it’s really cool
@tensterss3 жыл бұрын
Projects like this are fun to pla with
@Pspet3 жыл бұрын
This is very cool
@Mupersega3 жыл бұрын
you're incredible
@jonwatte42933 жыл бұрын
Did you read up on the Jacobsen Verlet style particle integrator physics, used for the early Hitman games? It's well worth the read of you can find it!
@drewlop3 жыл бұрын
I was gonna lose my mind if the cup pieces weren't successfully broken at the end, so glad that they were
@brynshannon66923 жыл бұрын
Utterly, utterly amazing. Excellent. Please tell me you're planning to make a game of this. XD
@dimarichmain3 жыл бұрын
Wow, nice
@Antcode-wk7tu6 күн бұрын
Please explain how you made the custom drawable shapes rigid bodies?
@arabic_memes18653 жыл бұрын
THIS REMINDS ME ABOUT PHUN ALGADOO!
@dirtyspock79573 жыл бұрын
Hmm very much like Nvidia Flex. How do you update the particle belonging to a rigid body? Using the best fit transform and simulating each particle?
@walkiacid92653 жыл бұрын
damn, Box2D v2 looking real spicy today.
@CallMeTess3 жыл бұрын
Really cool. Reminds me of Noita.
@evannibbe93753 жыл бұрын
So then, to mimic how objects have a certain level of brittleness, did you have some random distribution that changes the probability of breaking along a fault like based on, say, the square of the impulse applied (force*time, which is the generally constant quantity that is precisely why air bags work so well (by increasing the amount of time your head has to slow down to a stop, thus reducing the amount of force you encounter))?
@konstantinkh3 жыл бұрын
Treating each object as a rigid body, and running separate constraints solver for stress within each one? Hopefully, only doing the inverse for stress once unless there is a break?
@kurtiskurt13 жыл бұрын
Idk why but this physics stuff feels so nostalgic
@Onimirare3 жыл бұрын
I was thinking of those 2007 flash games where you draw something that turns into a object in game, like Crayon Physics Deluxe.
@kurtiskurt13 жыл бұрын
@@Onimirare oh yeah i remember now! those phone apps where you draw stuff with neon. good old times
@dairop32203 жыл бұрын
Well done, new sub ^^ (Ty to the youtube algoritm)
@NuYiDao3 жыл бұрын
So good. Is it faster over all this way? Like is it better to render a hull afterwards than try to simulate complex polygons?
@vibaj165 ай бұрын
I don't think so, but it's simpler
@Xenthera3 жыл бұрын
This is cool because it cuts out a ton of math for traditional physics engines, but behaves in a similar way.
@mytino3 жыл бұрын
Do you use some sort of flood fill to construct the broken pieces when a body splits? Or is there some predefined hierarchy or structure or something that makes the fracture fast? I'm curious as I wonder if for example a 10k particle rigid body would lag a lot when breaking because of some kind of recursive calculation. And because I'm curious if it can work with a parallel simulation on the GPU.
@crazy_wwww Жыл бұрын
i believe it uses some sort of voronoi noise thing to make the shattered pieces, since i remember using voronoi to generate a glass shatter texture
@PezzzasWork Жыл бұрын
The algorithm is really naive and would probably be slow for a an object with 10K particles. When an object collides with another with enough force, I simply cut it from the collision point along the collision normal
@johnjackson97673 жыл бұрын
Very nice, is this using MPM for the phyiscs?
@PezzzasWork3 жыл бұрын
I am just using basic circle-circle collisions for this. But I'm looking into mpm to improve stability
@AlienLogic7753 жыл бұрын
I've cloned your fabulous repo! Where I can find (in the commit history) this example?
@JoeEnderman3 жыл бұрын
Are the cubes assigned random strength values on top of the random colors?
@peridoritothemighty52263 жыл бұрын
:0 I love it
@enricobianchi44993 жыл бұрын
What is the criterion for a body to split in two?
@TheRealSavi3 жыл бұрын
Im currently embarking on a similar project, where did you learn to make the collision response algorithms?
@PezzzasWork3 жыл бұрын
This article is very nice gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331
@santiagopuentep3 жыл бұрын
@@PezzzasWork Your demo looks amazing. How did you solve the rigid body part with rotations and stacking. Are you using polygon or polygon collitions by creating polygons around the circles or is it some other kind of solver?
@santiagopuentep2 жыл бұрын
@No Sound @No Sound yeah, what I mean is that when multiple circles form a shape together, how does it stay so stable. I've implemented polygon on polygon solvers and complex concave shapes are subdivided into convex ones, but always polygons for efficiency. This one seems to just use circles but forces transfer perfectly.
@santiagopuentep2 жыл бұрын
@No Sound stacking. Things on top of things.
@delve_3 жыл бұрын
Is there a download? I'd like to play with this.
@TeppuTeppu2 жыл бұрын
Can you do a performance demo with as many objects as possible?
@Ali1072 жыл бұрын
From the video those simulated particle objects can get destroyed, but can they be malleable or flexible?
@PezzzasWork2 жыл бұрын
It is currently not possible, my solver only supports rigid bodies
@yfluz3 жыл бұрын
0:46 Green seem *sus...*
@Leander_03 жыл бұрын
how does one learn this power? this is soo cool
@lukeystuff3 жыл бұрын
Ferb, I know what we're gonna do today.
@leelou07963 жыл бұрын
J'aime bien
@PezzzasWork3 жыл бұрын
Merci madame
@ChristopherGray003 жыл бұрын
Do you have a github for this?
@prod.hxrford38963 жыл бұрын
What is this programmed on?
@Natsters463 жыл бұрын
This makes me want to eat some pearled couscous
@ImXyper3 жыл бұрын
can you upload this to github? i t seems fun and i wanna try
@leeuwengames3153 жыл бұрын
think you should put on something so that if there is no particle of same block in 2 particle length the block sperates cause that didn't really happen at the end.
@atlasua20213 жыл бұрын
Лучший!
@SacrificialGoat943 жыл бұрын
Is this opensource? Can we get the code anywhere?
@PezzzasWork3 жыл бұрын
I will publish it when it'll be more polished
@AlienLogic7752 жыл бұрын
It’s Verlet Integration based for the round particles? Trying to figure out how you managed to make a “solid” body with the cursive writing.
@PezzzasWork2 жыл бұрын
It could be done with this technique using extended position based dynamic. However in this case it is classic rigid body dynamics
@AlienLogic7752 жыл бұрын
@@PezzzasWork thanks, do you mind releasing the source code? Even if not finished. Would be very cool to learn something new
@AlienLogic7752 жыл бұрын
@@PezzzasWork P.S: I’ve been working on a Verlet based engine with also angle constraints and it looks promising.
@PezzzasWork2 жыл бұрын
@@AlienLogic775 I tried using verlet based angle constraints to simulate grass and trees. For grass it worked quite well but requires a lot of damping to stay stable. However for trees I didn't manage to have something robust enough and switch to another approach
@AlienLogic7752 жыл бұрын
@@PezzzasWork I've tried a different approach for angle constraint, instead of the classic dot product I'm using a kinematic style solver. Seems to be stable at the moment. (I can share with you the code if you are interested) Any chance to see your source code about this project? Even if not finished.
@kylaxial3 жыл бұрын
I hope this project doesn't get as laggy as OE Cake does when there's too many things on-screen
@Mark007473 жыл бұрын
Could you share the code?
@arsenbabaev10222 жыл бұрын
Does that work only with convex geometry?
@PezzzasWork2 жыл бұрын
Yes it does, I used this engine for this project kzbin.info/www/bejne/j5iWqaFsabVnZrs where objects have non convex shapes
@Philyshark73 жыл бұрын
idk why but i just expected all the objects to split into just the balls at some point
@viporal78983 жыл бұрын
It's so little that it's just one physic
@Snort703 жыл бұрын
Reminds me of OE-Cake
@chakibchemso3 жыл бұрын
3d?
@tehbigb3 жыл бұрын
I wonder how many youtube tutorials this took to make
@nix3l_3 жыл бұрын
Source code?
@unknown-bx8my3 жыл бұрын
Woww
@chakibchemso3 жыл бұрын
This + raylib
@ITpanda3 жыл бұрын
Nice, but I don't think we have the readily available processing power to implement this at standard definitions let alone 2 or 4K. Just too many strings I figure.
@sapphire43103 жыл бұрын
Ever seen noita?
@ITpanda3 жыл бұрын
@@sapphire4310 Negative! Please inform me.
@sapphire43103 жыл бұрын
@@ITpanda well it's a game that uses a physics engine that can do far far more than this
@ITpanda3 жыл бұрын
Does not do so at a level that compares to n64 games. It is cool and I will be adding to my wishlist but not enough processing power available in a consumer grade setup to make this work on a high detail 3d environment. Would be cool to see.
@4ROff3 жыл бұрын
tutor ?
@wizardnotknown3 жыл бұрын
I died.
@ivysly3 жыл бұрын
reminds me of oe cake
@pajeetsingh3 жыл бұрын
Sell this on iphone. Toddlers would buy.
@anothrnoml3 жыл бұрын
1:24 wait brain dots all over again
@edthetraveller3 жыл бұрын
you should try uploading this to itch.io, I'd like to play with it myself
@Xturnal3 жыл бұрын
Git me the Hub
@prashanthkumar03 жыл бұрын
source code plz... +1 sub
@pou33213 жыл бұрын
unity particle system
@1e10013 жыл бұрын
Teardown 2D
@retard15823 жыл бұрын
This is nice and all... But Prometech Software made something called "OE cake" 12 years ago that does this exact things as this, and a whole bunch of other stuff. Like dragging images in and having them load in as objects, stretching and scaling texture meshes based on the physical model, simulation of elastic, viscous mediums. simulations of surface tension. The abilty to save and load simulations. And they released it as freeware... I know that some people probably haven't been on the internet in 2008, but this was basic stuff even then. It's funny to see that your implementation has the exact same object-body clipping issues as OE cake though, it brought back some fun memories.
@PezzzasWork3 жыл бұрын
The "new" in the title doesn't refer to the technique used but to the fact that it's a new version of my little physic engine. All my projects are about experimenting things from scratch in order to better understand various subjects. Didn't know about OE cake but it's very impressive and it seems very fun to play with :D