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!
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.
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
This article is very nice gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331
@@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?
@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.
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!
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))?
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?
@@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
@@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.
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.
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.
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.
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.
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
Idk why, but this music makes me wanna make 20k a month from home online
You can. I dont know why. But you know why. Because you can do the thing you can do now
But can I be my own boss and work my own ours?
I personally just want to know that trick doctors wouldn't tell me
@@uvbe yes you can because when you want you do what you want when you want to do
> Dorian Smiles has entered the chat
0:22 that was legit the best cursive writing with a mouse i have ever seen
I have to say that this is the part I am most proud of
Lmao IKR
@@PezzzasWork 😆😆hahaaa
should see me then...
Don't get too excited, I bet he used a green screen
I love to see little projects like this. Not everything has to be a billion dollar AAA raytraced behemoth to be impressive. Good job lad!
do you saw "OE-Cake"?
It’s more impressive if it isn’t, indies are far more unique and fun most AAA games are just generic
@@ThylineTheGay most AAA games are far more polished and innovative
@@last_words596 Polished? Surely. Innovative? Not so much.
@@thousandsofclowns "Surely." *COUGH* _cyberpunk_ *COUGH*
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!
Its meant to simulate rigidbody physics, though adding that would make some cool softbody/jelly physics
Every few years, someone is bound to remake the sand particle flash game everyone played in 2001.
Sandspiel?
@@quantumbaqel6971 man i remember wasting hours on that site
Noita is based on it
Are you talking about some Powder rip off?
Powder game?
I've always thought about what if somebody made a physics engine where everything was particles, kinda like real life.
Look up "Powder Toy"
try noita
Look Space Simulaton Toolkit on Steam
@Mustache Merlin I'm familiar with the material point method, but what is PDB? Googling I only found Protein Data Bank.
Look up Teardown, it’s made of voxels so sort of like particles(just larger) but the destruction physics are really good and satisfying.
The lack of comments here is criminal so ima just leave this here
Only 6 comments is kind of sad.
Oh wait, now there's 7 comments.
Crap now there are 8 comments.
@@That_Awesome_Guy1 damn thats crazy now theres 9
@@nothingnothing1799 I don't know what you're talking about. I count 10 comments.
Love it! So satisfying! 👍
This is awesome! And looks so efficient and realistic already! Keep working on it! :D
This is exactly what I’ve been looking for in a project of mine, how did you do it?
particle physics
@Schlingelkron ikr
he just did
import physics as p;
new p().start();
you're welcome
@@n8style thanks
@@keithmanning6564 Lmao
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!
must comment for youtube algorithm to strike this masterpiece
if i comment again maybe it helps-
Maybe if I comment again again?
Maybe again again again will be fine.
This is what i want to do. Congrats man! So inspiring.
Very impressive work! I love it
Great projects man, keep going!
This is really similar to how the flash game SugarSugar works and it’s really cool
Looks Awersome! Keep going!
daym this looks epic
hope more people will see this soon
Looking shweet.
Beautiful. More more more videos like this please !!
This seems really cool
I was gonna lose my mind if the cup pieces weren't successfully broken at the end, so glad that they were
Projects like this are fun to pla with
This is cool because it cuts out a ton of math for traditional physics engines, but behaves in a similar way.
Nice work!
very nice
beautifull job
Awesome stuff!
THIS REMINDS ME ABOUT PHUN ALGADOO!
Idk why but this physics stuff feels so nostalgic
I was thinking of those 2007 flash games where you draw something that turns into a object in game, like Crayon Physics Deluxe.
@@Onimirare oh yeah i remember now! those phone apps where you draw stuff with neon. good old times
Truly amazing, great work
Really cool. Reminds me of Noita.
damn, Box2D v2 looking real spicy today.
Utterly, utterly amazing. Excellent. Please tell me you're planning to make a game of this. XD
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.
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
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
So good. Is it faster over all this way? Like is it better to render a hull afterwards than try to simulate complex polygons?
I don't think so, but it's simpler
you're incredible
This is very cool
Im currently embarking on a similar project, where did you learn to make the collision response algorithms?
This article is very nice gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331
@@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?
@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.
@No Sound stacking. Things on top of things.
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!
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?
Very nice, is this using MPM for the phyiscs?
I am just using basic circle-circle collisions for this. But I'm looking into mpm to improve stability
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))?
Wow, nice
Please explain how you made the custom drawable shapes rigid bodies?
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?
Well done, new sub ^^ (Ty to the youtube algoritm)
I've cloned your fabulous repo! Where I can find (in the commit history) this example?
Can I download it?
:0
I love it
0:46 Green seem *sus...*
Are the cubes assigned random strength values on top of the random colors?
Ferb, I know what we're gonna do today.
J'aime bien
Merci madame
how does one learn this power? this is soo cool
From the video those simulated particle objects can get destroyed, but can they be malleable or flexible?
It is currently not possible, my solver only supports rigid bodies
Can you do a performance demo with as many objects as possible?
idk why but i just expected all the objects to split into just the balls at some point
This makes me want to eat some pearled couscous
Is there a download? I'd like to play with this.
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.
It could be done with this technique using extended position based dynamic. However in this case it is classic rigid body dynamics
@@PezzzasWork thanks, do you mind releasing the source code? Even if not finished. Would be very cool to learn something new
@@PezzzasWork P.S: I’ve been working on a Verlet based engine with also angle constraints and it looks promising.
@@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
@@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.
What is the criterion for a body to split in two?
I hope this project doesn't get as laggy as OE Cake does when there's too many things on-screen
Лучший!
It's so little that it's just one physic
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.
can you upload this to github? i t seems fun and i wanna try
Do you have a github for this?
Reminds me of OE-Cake
Is this opensource? Can we get the code anywhere?
I will publish it when it'll be more polished
Woww
Could you share the code?
What is this programmed on?
I wonder how many youtube tutorials this took to make
3d?
This + raylib
Does that work only with convex geometry?
Yes it does, I used this engine for this project
czcams.com/video/Yg3xn64P40Y/video.html where objects have non convex shapes
Sell this on iphone. Toddlers would buy.
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.
Ever seen noita?
@@Tulip_bip Negative! Please inform me.
@@ITpanda well it's a game that uses a physics engine that can do far far more than this
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.
I died.
reminds me of oe cake
1:24 wait brain dots all over again
tutor ?
Source code?
Git me the Hub
Teardown 2D
source code plz...
+1 sub
unity particle system
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.
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
you should try uploading this to itch.io, I'd like to play with it myself
This has some Crayon physics Deluxe vibes.
cromch
Facebook video music
be more optimized if it would procedurally break
This video is so fragile