@Vitor m the dt is not needed because here « velocity » is in fact the distance traveled since the last update so it’s already equivalent to velocity * dt
Me after spending 4 hours of pure suffering to figure out the problem then figuring it out and being so proud of my self. Then moving both of my fingers up to see the comment section and realizing that the first comment is addressing the problem 😭😭😭😭😭😭😭😭😭. It's even worse when I realize that I have tests and that I should have spend that time studying 😭😭😭😭😭😭. Please edit the video to save people from suffering like that. Or maybe it's just me whose that stupid |(>_
Thank you! And thank you for your videos as well, I found your channel very recently and I really like what you are doing! it seems that we have common interests :)
My understanding of the code is currently too limited, but I will definitely learn and come back to this amazing video, I have always wanted to do things like that. Amazing work again Pezzza, wish you all the best.
The colored circles at the end turning into your logo was pretty bad ass. How was it done though? Running the simulation to see where each object ends up then running the simulation again and coloring each object based on its final resting point?
@@themikek99 Possibly, but Verlet integration is lossy when you add collision handling, so it would have to be a different process in order to be reversible. I think Stylex may have the right idea there. The process is entirely deterministic, so with the same conditions you'll always get the same outcome. You could run the simulation once, take note of where each object ends up, then color them accordingly, and re-run the sim to get the logo.
He probably read the image data and the. assigned the objects for some of the pixels and then gave them the velocity to make them move in the right way.
How ?! It looks so easy to implement and the result is awesome ! Thank you so much, each of your videos is a bigger mindblowing for me than the previous one
I suspect this is just the art of having studied some mathematics (multivariable calculus and linear algebra is probably enough). With math knowledge you can just take the equation and implement it.
You inspired me to learn C++ after fearing its complexity for months. I finally was able to learn C++ because of you. Please make more videos like this in the future. I enjoyed the teaching style and learned a lot. Keep up the great work man.
Thank you so much for your message, it is so cool to read ! I hope you will enjoy the possibilities that c++ offers! It’s a complex but very powerful language
This is really cool, I always learn something new watching your videos! Implementing collisions and constraints by simply updating positions and having an integration function that can figure out velocity/acceleration is powerfully clever. Great explanation at the beginning, and the surprise picture at the end was a nice touch. Looking forward to your next adventure :)
Wow! Incredible. I can't believe how elegantly and simply you set up the code for a complex-looking and incredible result. I also can't believe how you fit this into a 9min video. You're incredible.
It's amazing! You just taught me in less than 10 minutes what I wasn't able to learn on my own in weeks! Do you plan on uploading more videos like this in the future? It would be amazing to see how you deal with problems like tunnelling and static collision shapes
I loved the video and really respect this channel! if you do a version with continuous collision detection then there is nothing more to expect from you!
Bravo my friend, Bravo! An excellent look at the basic Velocity per frame physics engine and just how powerful circle collisions can be. I spent a moment trying to figure out why the velocity was updating before realising you were actually calculating it each step rather than keeping it persistent throughout. I'm going to play a little with the idea of calculating Velocity before applying motion to it, in 3D though since I work a lot on 3D character control systems and write the motion custom. This has been visually the nicest way to show the beauty of a physics engine.
@@PezzzasWork I do plenty of platformer gameplay systems, but usually keep velocity persistent rather than calculate immediately before applying the new step. Definitely something I want to try out, might end up making some cool stuff out of it too.
Your work is very impressive. Thanks for the video. It motivated me to implement this on the language I know the most, so I implemented it in Java. Finally after a couple of hours it worked fine. I implemented all the functions you demonstrated. Functions can be initiated from the menu. Additionally based on the chain example I implemented a rigid body. The last function will be the magic. You can open a picture and cut a part of it and that will appear as your logo did. I will share it as soon as it is done. So thanks again, nice job!
bro, this video is a masterpiece, my dream is to be a developer like you. i saw all your past and recent videos and every one of them are amazing! please, PLEASE keep the good work
5:40 I was thinking the "perfect" solution to this would be, aside from sub-stepping, to add a bit of friction every time there is a collision, this would settle the objects quicker so they don't vibrate while stationary. Just multiply the vectors by 0.99 or something like that.
I don't even know much about code, so this is already very helpful! And by helpful I mean I will probably keep rewatching this every time I want to do physics simulation.
I find you right that moment and i am a software engineer in trainee... i can understand the code a bit and on the other hand i sit here and think, i know nothing about physics and simulations. Pretty mind blowing your work. This Bonus at the end.... HOW?? Thanks man, i cant stop to smile. :)
The concept of Verlet integration is actually super cool IMO, because it means momentum changes from collisions/etc are handled more or less automatically.
Amazing! I've been trying to understand the programming behind physics and make my own 2D and 3D game engines. Visually appealing and informative video. Thanks. :)
lol... was gonna write so many questions in another video, asking how to get there... now I found this clip before I would have sent that long comment! This is a clip to start with, I guess. Thank you for enabling me to at least try. Subscribed! Maybe you link this video clip in the notifications of other stuff you uploaded!
I was literally trying to implement physics, then I though "wait a sec, Pezzza's Work as a video on that!" I'm surprised how well it works without even considering the forces between the objects or even their masses - it just moves the objects around based on an extremely simple set of rules.
This was fantastic. I loved the way you simply coded this complex looking problem. I was wondering what would it take if I wanted to add friction forces among particles.
THANKS A LOT!!! PLEASE, PART 2 some ideas: (I really excited about) rotation/angle, applyForce, applyImpulse, box shape, custom shape(polygon, array of Vec2 stroke and fill
I have a question, i tried to do this in python but inertia*Accelaration just ruined it, i edited it and tried my best also comparing it to verlet's integration. i have an equation Position+Inertia+Accelaration and i used accelaration as dt btw very nice channel for coders like me, helped me a lot making circle collusions BEST OF LUCK for your channel
I can't understand how thing is being applied, but i loved it especially the bonus clip 🔥 I have to learn alot to achieve this, nevermind i will do that
There is an error at 3:04 at line 41: it should be (radius - 50.0f).
Thanks to those who pointed it out to me!
@Vitor m the dt is not needed because here « velocity » is in fact the distance traveled since the last update so it’s already equivalent to velocity * dt
Me after spending 4 hours of pure suffering to figure out the problem then figuring it out and being so proud of my self. Then moving both of my fingers up to see the comment section and realizing that the first comment is addressing the problem 😭😭😭😭😭😭😭😭😭. It's even worse when I realize that I have tests and that I should have spend that time studying 😭😭😭😭😭😭. Please edit the video to save people from suffering like that. Or maybe it's just me whose that stupid |(>_
@@ziyadcodes sorry not sorry ¯\_(ツ)_/¯
Thank you soooo much I finally have it working
;)
I like how it really doesn't take much to create an amazing looking result (as long as you know what to actually implement of course). Nice video!
Thank you! And thank you for your videos as well, I found your channel very recently and I really like what you are doing! it seems that we have common interests :)
Waiting for your next video as well! (And btw the video on bloom was amazing)
engine guy :D
My understanding of the code is currently too limited, but I will definitely learn and come back to this amazing video, I have always wanted to do things like that. Amazing work again Pezzza, wish you all the best.
I dont even know what language it is lol, i was thinking C++ but not 100%
Maybe rust
It’s indeed C++ :)
@@PezzzasWork thought so, I'm more a java/c# man myself, want to learn c++ but struggle to wrap my head around some of the functions
C++ is a big and complex language, it's not easy to get into it
The colored circles at the end turning into your logo was pretty bad ass. How was it done though? Running the simulation to see where each object ends up then running the simulation again and coloring each object based on its final resting point?
Maybe it's reversed? B)
@@themikek99 Possibly, but Verlet integration is lossy when you add collision handling, so it would have to be a different process in order to be reversible.
I think Stylex may have the right idea there. The process is entirely deterministic, so with the same conditions you'll always get the same outcome. You could run the simulation once, take note of where each object ends up, then color them accordingly, and re-run the sim to get the logo.
@@khatharrmalkavian3306 You could also bake the whole simulation, color the outcome and replay
He probably read the image data and the. assigned the objects for some of the pixels and then gave them the velocity to make them move in the right way.
If he did not do it in reserve i am interested on how he pulled it off....
Wow I love this kind of content so much, thanks pezzza!
You're welcome :)
How ?! It looks so easy to implement and the result is awesome ! Thank you so much, each of your videos is a bigger mindblowing for me than the previous one
I guess thats the Sebastian Lague Effect😉
I suspect this is just the art of having studied some mathematics (multivariable calculus and linear algebra is probably enough).
With math knowledge you can just take the equation and implement it.
You inspired me to learn C++ after fearing its complexity for months. I finally was able to learn C++ because of you. Please make more videos like this in the future. I enjoyed the teaching style and learned a lot. Keep up the great work man.
Thank you so much for your message, it is so cool to read ! I hope you will enjoy the possibilities that c++ offers! It’s a complex but very powerful language
Yeah, the hardest part of programming is overcoming the fear of complexity. It's what kept me away for years.
So did you learn it carry?
Beautiful work and thank you for showing how you did it. That was very interesting.
Also very cool ending
why struggle finding happiness when you can just watch this video? seriously its so relaxing and makes you feel like you have reached nirvana
I'm really glad to have found your channel after Sebastian Lague made the ant simulation video. The stuff you make is amazing!
Please a part 2!
this was by far the most interesting and ACTUALLY HELPFUL video i have seen in a while
This video is a masterpiece in technical execution and artistry
This is really cool, I always learn something new watching your videos! Implementing collisions and constraints by simply updating positions and having an integration function that can figure out velocity/acceleration is powerfully clever. Great explanation at the beginning, and the surprise picture at the end was a nice touch.
Looking forward to your next adventure :)
I love the inclusion of the code itself seeing what it does is cool but being able to see how it was made is very cool imo
I always finish your videos in awe. This is what I aspire to be able to do with my knowledge of math and coding.
No idea how you made a physics programming video both beatiful and relaxing. Amazing work.
Wow, looks so simple and elegant! Great job, looking forward to more videos like this one!
Always love watching your videos for the cool content you tackle :)
Thank you :)
Excellent work and a beautiful result
Wow!
Incredible. I can't believe how elegantly and simply you set up the code for a complex-looking and incredible result. I also can't believe how you fit this into a 9min video. You're incredible.
It's amazing! You just taught me in less than 10 minutes what I wasn't able to learn on my own in weeks!
Do you plan on uploading more videos like this in the future? It would be amazing to see how you deal with problems like tunnelling and static collision shapes
Phenomenal work ur doing here man
This video is gold and I will definitely have to come back to it in the future if I build something like this
I loved the video and really respect this channel! if you do a version with continuous collision detection then there is nothing more to expect from you!
will never regret subscribing to this amazing and talented channel
I'm glad I subscribed to you, this vid made me really interested in making my own physic engine
Cheers to that bro
This is amazing! Thank you so much for your help! I've always wanted to make a physics engine, and I'll definitely implement this in Rust! :D
Very cool demonstration. Great work.
Love ur content, great to see a "behind the simulation" video ! Amazing :D
Unreal! Very Enjoyable! Thank You!
This video greatly benefits my coding skills! Thank you for the explenation!
Wow, I was convinced you needed both a position and velocity solver. Time to rewrite my engine. Thanks for sharing this!
Bravo my friend, Bravo!
An excellent look at the basic Velocity per frame physics engine and just how powerful circle collisions can be.
I spent a moment trying to figure out why the velocity was updating before realising you were actually calculating it each step rather than keeping it persistent throughout.
I'm going to play a little with the idea of calculating Velocity before applying motion to it, in 3D though since I work a lot on 3D character control systems and write the motion custom.
This has been visually the nicest way to show the beauty of a physics engine.
Thank you very much! This should be directly transposable to 3D. I think it’s a good fit for what you are trying to do!
@@PezzzasWork I do plenty of platformer gameplay systems, but usually keep velocity persistent rather than calculate immediately before applying the new step.
Definitely something I want to try out, might end up making some cool stuff out of it too.
These simulations would have made great screensavers back when we needed those
Good choice of music. Nicely demoed. Solid video.
Amazing tutorial, and the ending was such a twist!
Your work is very impressive. Thanks for the video. It motivated me to implement this on the language I know the most, so I implemented it in Java. Finally after a couple of hours it worked fine. I implemented all the functions you demonstrated. Functions can be initiated from the menu. Additionally based on the chain example I implemented a rigid body. The last function will be the magic. You can open a picture and cut a part of it and that will appear as your logo did. I will share it as soon as it is done. So thanks again, nice job!
Love these endings, keep it up
Great video, I am subscribing.
Oh my god, that is so beautiful.
Beautiful
The ending got me. Nice work!
bro, this video is a masterpiece, my dream is to be a developer like you.
i saw all your past and recent videos and every one of them are amazing!
please, PLEASE keep the good work
This makes me want to go back to school and learn programming. Simply Amazing!
what a master piece!
Nice video man! A wiki article and your video helped me very much.
Wow it literally felt like magic how it just simply worked with such little effort and code
Amazing tutorial! Worked really well even when using a different language!
5:40 I was thinking the "perfect" solution to this would be, aside from sub-stepping, to add a bit of friction every time there is a collision, this would settle the objects quicker so they don't vibrate while stationary. Just multiply the vectors by 0.99 or something like that.
thank you for this!
I don't even know much about code, so this is already very helpful! And by helpful I mean I will probably keep rewatching this every time I want to do physics simulation.
Thanks for this great video!
That ending was..... unexpected
Nice cock
I find you right that moment and i am a software engineer in trainee... i can understand the code a bit and on the other hand i sit here and think, i know nothing about physics and simulations. Pretty mind blowing your work. This Bonus at the end.... HOW?? Thanks man, i cant stop to smile. :)
This is the most underrated coding channel ever. Your videos are so high quality
The end was really cool!
The concept of Verlet integration is actually super cool IMO, because it means momentum changes from collisions/etc are handled more or less automatically.
Amazing! I've been trying to understand the programming behind physics and make my own 2D and 3D game engines. Visually appealing and informative video. Thanks. :)
yes!!!!!!! love the video please make more of them!!!
:O Especially the end blew me away!
This video made my day!
felt like magic show
lol...
was gonna write so many questions in another video, asking how to get there...
now I found this clip before I would have sent that long comment!
This is a clip to start with, I guess.
Thank you for enabling me to at least try.
Subscribed!
Maybe you link this video clip in the notifications of other stuff you uploaded!
that ending felt like an assembly theory flex before its time, wow.
i love this channel :D
Thank you :)
The ending logo showing up was like magic.
the jaw dropping last scene!!!
Can’t wait for part 2: Writing a Physics Engine in Scratch
amazing effect
OMG I have been trying to figure out how to make a physics "engine" like this from scratch.
Can you make the .cpp files available in the description or tell me where I can find them. THANKYOU!!!
You scared away half of the people away with the equation as the first thing in the video.
But I’m all here for it
this is so sick, can’t wait to get as advanced as u lol
beautiful
Just using the colors makes this so much better lol.
That ending was lit.
Three words: epic!
That chicken has glasses for a reason! So cool!
You must have worked really hard to get where you are. You are really good at what you do
I used a translator so I don't know if what I said was strange 😁
@@osartur nah not at all
@@osartur the only problem with that sentence was the punctuation lol
@@TetyLike3 i dont see anything wrong with the punctuation
I was literally trying to implement physics, then I though "wait a sec, Pezzza's Work as a video on that!"
I'm surprised how well it works without even considering the forces between the objects or even their masses - it just moves the objects around based on an extremely simple set of rules.
Wow this code is mind blowing🤯
excellent!!!!
Awesome dudeee, I never get bored watching your videos. A subscriber btw, keep it up!🏃
Thank you!
Impressive !
This was fantastic. I loved the way you simply coded this complex looking problem. I was wondering what would it take if I wanted to add friction forces among particles.
I love this
I'm so glad youtube recommended this video to me. How did I not know about this??
Awesome video!!!
THANK YOU
That was amazing!! I love your work very much!!! I'd love to create things like that!!! Where can someone start???
Nice ending! It's the reason I subscribed :-)
Whoa, that's amazing for entry projects. Is the code of the engine and physic imports available somewhere to play around with?
THANKS A LOT!!! PLEASE, PART 2
some ideas: (I really excited about)
rotation/angle, applyForce, applyImpulse, box shape, custom shape(polygon, array of Vec2 stroke and fill
awesome😍
Fantastic
genius
what a great ending
I have a question, i tried to do this in python but inertia*Accelaration just ruined it, i edited it and tried my best also comparing it to verlet's integration. i have an equation Position+Inertia+Accelaration and i used accelaration as dt btw very nice channel for coders like me, helped me a lot making circle collusions
BEST OF LUCK for your channel
You saved my life
I can't understand how thing is being applied, but i loved it especially the bonus clip 🔥
I have to learn alot to achieve this, nevermind i will do that