Coding Train Live 82: Physics Engines and Matter.js
In this episode of The Coding Train, I provide an overview of physics engines. I a discuss a variety of libraries and the factors that go into picking an engine: 2D vs. 3D, collision detection, efficiency, etc.
I also take a look at the JavaScript physics engine Matter.js. I discuss you how to use this library for collisions in a p5.js sketch.
Timestamps:
20:28 - Intro to Physics Engines
54:40 - Q&A on Physics Engines
1:10:13 - Intro to Matter.js
1:55:56 - Conclusion/short Q&A
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π p5.js: https://p5js.org
π p5.js Web Editor: https://editor.p5js.org/
π Processing: https://processing.org
References:
Box2D: http://box2d.org/
toxiclibs: http://toxiclibs.org/
Bullet Physics Library: http://bulletphysics.org/wordpress/
Cannon.js: http://www.cannonjs.org/
Matter.js: http://brm.io/matter-js/
This Dot Song: https://soundcloud.com/kristianpedersen/this-dot-feat-daniel-shiffman
The Nature of Code: http://natureofcode.com/
My Nature of Code playlist on Physics Engines: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6akvoNKE4GAxf6ZeBYoJ4uh
My Coding Challenge on 3D Cloth with toxiclibs: https://youtu.be/jrk_lOg_pVA
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