T
T
Type Programmer2020-01-31 21:22:21
3D
Type Programmer, 2020-01-31 21:22:21

C++ OpenGL implementation of physics, where to start?

My knowledge in this regard is extremely small, and so far the only collision that I have thought of is a collision of balls, but somehow it’s not interesting, I want to do some mini-games, simulations, etc. on openGL, but I can’t figure out how to act with physics (I’m talking about collision), and I can’t even imagine how to do it, and also so that it was 60 frames per second.

- In general, does anyone write their physics from scratch for such problems?
- What would you advise, try to write your own or take a library?
- If a library, what kind?

Answer the question

In order to leave comments, you need to log in

1 answer(s)
F
FarNear, 2020-02-10
@MegaCraZy6

Take a physics textbook and study mechanics.
Physics does not only consist of collisions.
Of course they write their own physics. (the same Сryengine has its own implementation of physics, quite advanced) There are a
lot of games with self-written physics.
But basically they take ready-made physics engines and add the necessary functionality (change the existing one for their tasks) (transport physics, etc.)
There are many physics engines ODE, Bullet, Havok, PhysX, etc.

Didn't find what you were looking for?

Ask your question

Ask a Question

731 491 924 answers to any question