![Picture](/uploads/6/9/9/6/69968245/published/physicsengine2.png?1535002212)
A snag that halted the development of this beyond its current form was a strange efficiency issue; as complexity of the objects increased at a linear pace, the work being done behind the scenes seemed to increase at a much quicker one, so much so that while a four-sided box was fine, a twelve-sided one would get about one frame per five seconds of animation.
The best minds around couldn't figure out why that was, so it was left in a state that applied a gravitational force to any/all objects, had a floor, permitted movement in x/y/z directions, and permitted rotation in x/y/z axes. Making a spinning top and launching it into space was a great deal of fun, and the whole 'I made this!' aspect was also quite appreciated.
Some project settings need manipulation to get this to run in your IDE; as this project hit an early snag I never properly exported it (and after issues with doing that in Java, which I'm familiar with, I'm sure C++ would have been a nightmare), so copying the files and running the project within an IDE is the way to go ahead here.
![Picture](/uploads/6/9/9/6/69968245/published/physicsengine1_1.png?1535009665)
The three files are Node, Skeleton, and Physics; Node is just a generic point in space, Skeleton is a system of those Nodes as defined by numerous methods which interpret input to describe the shape of an object, and Physics is what runs to create the visual representation of the Skeleton object. There are key inputs to control the rotation/movement, their being 'b', 'n', and 'm' for rotation, and 'g', 'h', and 'j' for lateral movement. You can also move the camera using WASD, Space, and X.
Find them all at the GitHub! This is very unlikely to ever be updated, but it was neat, and there's some fun stuff in there.
Thanks for checking this out, have yourself a lovely day, and see you Friday for more!