Physum
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Physum
@physum.com
Reposted by Physum
Photoshop Lens Flare is fun and certainly 2000.
October 31, 2024 at 12:04 AM
Blog #003 - Formatting functions
physum.neocities.org/blog/blog003
Blog #003 - Formatting functions
physum.neocities.org
October 29, 2024 at 2:40 AM
Blog #002 - From OpenGL to Direct3D
physum.neocities.org/blog/blog002
Blog #002 - From OpenGL to Direct3D
physum.neocities.org
October 21, 2024 at 7:57 AM
What just happened? It's been a while.
Back working on GUIs, now with window support.
February 9, 2024 at 11:53 PM
PROGRESS POSTING #7

- Got collision between soft bodies and rigid bodies working;
- I'm now allocating object arrays on startup instead of using static allocation, saving me lots (>80%) of compile time and executable size;
- More (not so) fun rewrites and code cleanup.
December 15, 2023 at 3:20 PM
Reposted by Physum
Youtube used to have my default home page be my subscriptions and then i think suggestions based on that.

This choice/request doesn't encourage me to turn on history, i just don't visit YouTube anymore.

Yeah, the extra click to subscriptions is more work than it's worth... Yes I am lazy but...
December 9, 2023 at 9:41 PM
Got 2D rigid bodies working, although there's still room for improvement.
These are gonna be used in Fish for boxes and other objects.
December 2, 2023 at 5:04 AM
Taking a little code break to work on side fun projects. "Fish" will be back soon!
November 28, 2023 at 8:35 PM
Reposted by Physum
So @crypticsea.bsky.social just released the successor to his original bridge builder - Pontifex Zero

Grab it now!

crypticsea.itch.io/pontifex-zero
Pontifex Zero by crypticsea
The original bridge builder returns! Available for Windows, Linux
crypticsea.itch.io
November 20, 2023 at 7:53 AM
PROGRESS POSTING #6

- I've been focusing on implementing (and learning more about) collision algorithms and contact manifold generation.
- The first build of "Fish" has been released on Game Jolt: gamejolt.com/games/fish/853384 !
November 18, 2023 at 3:40 AM
PROGRESS POSTING #5

- Implemented audio engine using miniaudio;
- Softbody-softbody collisions;
- Lots of other cool stuff.
November 11, 2023 at 4:40 PM
Who put that up there?
November 7, 2023 at 3:34 AM
PROGRESS POSTING #4

- 2D softbodies;
- 2D particle-bond physics engine;
- Line intersection functions.
November 4, 2023 at 5:12 PM
PROGRESS POSTING #3

- Got a prototype "framework" working to make testing new stuff easier;
- Added more useful GUI widgets;
- Intro screen;
- Multiple fixes related to Linux and GCC.
October 29, 2023 at 8:27 PM
Back to 2D physics... again
October 23, 2023 at 1:00 AM
PROGRESS POSTING #2

- Added game controller support for my toolkit, it converts game controller data to mouse data when the mouse isn't locked, so I don't need to change or add any GUI code;
- Viewport is now locked to the game's aspect ratio;
- I got a website now at physum.com!
October 16, 2023 at 8:33 PM
PROGRESS POSTING #1

Some cool stuff I did today:

- 1D Perlin noise;
- 2D Perlin noise;
- An LCG "white noise" generator that works behind all that;
- Some other useful GUI widgets like arrows and graphs.

All of the "widgets" are from my toolkit's immediate GUI module.
October 14, 2023 at 4:04 AM
Got some actual good text rendering working now, with Unicode support.

Three cool things:
- It receives an UTF-8 string;
- It selects the font automatically for each character, you can set a preferred one;
- It receives a 16-bit RGB hex for coloring: 0xF00 would be red. No more (1.0, 1.0, 1.0)!
October 11, 2023 at 7:55 PM