USE TURBOWARP so it won't be laggy
https://turbowarp.org/666164910?hqpen
How to use it:
WASD - move the camera around
right/left arrow - drive the car
down arrow - apply brakes
Q/E - zoom in and out
click/drag - move the shapes around
c to spam circles
r to spam rectangles
p to spam polygons
x to add a star
space to spawn a car
f for slow-motion
i to see data
Features:
real-time physics simulation!
convex and concave/composite shapes!
spring joints!
hinge joints!
changes log:
3/25/22 - v4.0 (yes i remade the whole thing 4 times over xD)
9/7/22 - v4.1
- new performance improvements! - reduced number of position iterations. It's now actually playable in scratch with a small number of objects
- new api system! - you can use the engine in your code without having to work in a sprite with 4000+ blocks
8/27/23 - v4.2 - see notes and credits
nothing else yet :)
byee
also tags
#games #physics #simulation #realistic #shapes #rigidbody #2d #concave #softbody #spaceship #gravityWhat's new in version 4.2?
Deleting objects - you can now delete objects and constraints from the api sprite.
Improved api system - you can now access objects and constraints through their names or indices.
Collision Logging - you can obtain data about each objects contact points such as normals and collision depths.
Collision filtering/ grouping: you can set certain groups of objects to "no collision" so they phase through each other or to "hitbox only" so their collisions still get calculated but not resolved.
Improved hinge joints:
A new modified solver method provides more stability. It is now possible to limit the range of motion to a specific set of angles and to set a target position or velocity for the joint