Writing a Physics Engine from scratch

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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!

PezzzasWork
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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!

AngeTheGreat
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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.

yell
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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

mackormick
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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.

carrymeorgg
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I'm really glad to have found your channel after Sebastian Lague made the ant simulation video. The stuff you make is amazing!

SuboptimalEng
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Wow I love this kind of content so much, thanks pezzza!

NotAFoe
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why struggle finding happiness when you can just watch this video? seriously its so relaxing and makes you feel like you have reached nirvana

americanhuman
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Beautiful work and thank you for showing how you did it. That was very interesting.
Also very cool ending

dragonminz
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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

nothingnothing
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This video is a masterpiece in technical execution and artistry

general
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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?

stylextv
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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.

NimsoStudios
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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.

sushismitcher
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You must have worked really hard to get where you are. You are really good at what you do

osartur
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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 :)

alliepiper
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Please a part 2!
this was by far the most interesting and ACTUALLY HELPFUL video i have seen in a while

bird
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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.

mariusvanc
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My cat was very interested in the chain!

PatrickHoodDaniel
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OMG I have been trying to figure out how to make a physics "engine" like this from scratch.

WDGSWhatDoesGodSay