Video game designing, engineering and hacking on YouTube and Twitch.
Shorts
After debugging all weekend, I finally figured out that my rigid body physics textbook had a typographical error in the quaternion multiplication formula (some "-"s where there should have been "+"s). I've implemented proper friction and bounciness, as well as scaling.
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It took me an unexpectedly long time to get block damage working properly. It was hard to get the engine to differentiate between a heavy pile of stones pressing down in contact versus a high energy collision. The trick was to accumulate impulses to make them cancel out.
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I spent this week learning how to code Fabric server-side mods, so that I could import a real physics engine and run it in Java. Finally got it working. This opens up a lot more possibilities.
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Let's call it a "feature"...
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NOT THE BEES!!
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I wrote a rigid body physics engine datapack for Minecraft 1.20, and made a YouTube video about it!
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Wrote some rough ground-plane collision code for my physics datapack. It wobbles a lot when sitting still (because it only collides at one corner each tick), but looks pretty believable while it's moving.