Table of Contents
A physics engine built by a first year uni student and friends for his COMP1101 assignment
This is a 2D impulse based physics engine for rigid bodies, written from scratch with a renderer built with SFML
Note: The project is quiet messy and will be cleaned up soon, or you can help with a pull request :)
This is an example of how you may give instructions on setting up your project locally. To get a local copy up and running follow these simple example steps.
- C++23
- CMake
>= 3.16 - SFML
2.6.1(some older versions should work)
Below is an example of how you can instruct your audience on installing and setting up your app. This template doesn't rely on any external dependencies or services.
- Clone the repo
git clone https://github.com/hirok2005/physicsim - cmake stuff ...
Use this space to show useful examples of how a project can be used. Additional screenshots, code examples and demos work well in this space. You may also link to more resources.
For more examples, please refer to the Documentation
- Finish the engine
- Optimise
- Add springs, joints etc
- Finish README
- Complete docs
- Tidy up
See the open issues for a full list of proposed features (and known issues).
Contributions are what make the open source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated.
If you have a suggestion that would make this better, please fork the repo and create a pull request. You can also simply open an issue with the tag "enhancement". Don't forget to give the project a star! Thanks again!
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature) - Commit your Changes (
git commit -m 'Add some AmazingFeature') - Push to the Branch (
git push origin feature/AmazingFeature) - Open a Pull Request
Distributed under the MIT License. See LICENSE.txt for more information.