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physim's Introduction

#PhySim This project plans to be a physics simulator. It is written in D using Derelict's OpenGL bindings. Currently only the graphics backend is being written. This is a work in progress and features are constantly being added. #To-Do's The project is still young however a good chunk of necessary code for the graphics backend has been written.

  • Meshes, Textures, Shaders, Prefabs
  • Transformations
  • User Input plus Camera Movement
  • Basic Lighting (Point Lights, Directional Lights)
  • Shadows
  • Start working on Physics
  • Past physics, TBD

#Libraries/Dependencies

#Learning Resources I've decided to compile a growing list of helpful resources I've used inorder to help others learn and attribute credit to code I've learned from tutorials.

  • TheBennyBox
  • TomDalling
  • Countless trips to the D Language forums and various articles on Game Engine Design.

physim's People

Contributors

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Watchers

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physim's Issues

Rotation matrix causing translation

Rotations are causing meshes to translate rather than rotate on their local axis.

  • One fix would be translating to center, rotating, the translating back.
  • A problem found is that the translation and x/y/zrotation functions from gl3n return an identity matrix. I'm currently calling translation() and rotatex(), but if I call translation() then xrotation(), xrotation() will return an identity matrix allowing for rotation.
    • However, xrotation()'s return matrix will overwrite translation()
      meaning I can currently pick between proper rotation and translation but not both.

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