Computing PI using Unity game engine's built in physics with colliding blocks (3Blue1Brown way)

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3Blue1Brown showed an interesting way to compute Pi with colliding blocks, but does it only work in pure math (without precision errors), or will it also work with standard game engine's physics? I tried to reproduce computing Pi with colliding blocks in Unity - and it worked!

0:00 - Intro
0:48 - Basic setup
2:05 - First test
2:15 - Physics Material
2:53 - First successes
3:09 - User Interface
5:50 - Run with UI
6:06 - Fixing collision with floor
6:32 - Experiment with 10 000 kg
6:56 - Velocity/Position iterations
7:38 - Fixed timestep
8:14 - First decent Pi measurement
8:25 - Fixing decimal comma
9:18 - Freeze box rotation
9:48 - Outro

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Video is great! Love the new intro! Keep up the pace, man!

AndrewStarostin
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this is what i've been looking for a long time

EdgerardVC
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This video is great! When I saw that 3Blue1Brown video, I never thought to make it work in unity. Really good job! But I think you can write your own physics to get closer to math numbers. I believe unity physics is not to simulate that many collisions but rather to simulate somewhat realistic looking physics. You don't need to write anything fancy. You can make them transfer velocities when two objects intersect

wolderado
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Came from reddit and gonna support you from youtube. Keep it up maaan!

twilightfox
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i programmed 3b1b's simulation in unity expecting it not to work, and somehow it did

Teardrop-uz