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Instructions

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 #gravity

Notes and Credits

What'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

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