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New updates are here! 🐤 We’ve added new game levels and share features to make the chicken adventure more fun! We’ll keep polishing and optimizing the game to bring you a better gaming experience. Stay tuned! #GameDev #PhysicsEngine #Coding #Algorithm #IndieDev
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Game development update: We’ve added Web3 features to the game! Players can now connect their crypto wallets, mint unique chicken avatars, and unlock in-game levels with test tokens. More Web3 gameplay upgrades on the way! #GameDev #PhysicsEngine #Coding #Algorithm #IndieDev
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Game development update: Polished up some visual art details to make the game look more refined and immersive. More progress coming soon! #GameDev #PhysicsEngine #Coding #Algorithm #IndieDev
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Made some solid progress on my custom physics engine lately. The parabolic motion and projectile simulation are working way better now. Lots of fun tuning the physical behavior! #GameDev #PhysicsEngine #Coding #Algorithm #IndieDev
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The fluid physics on this dive are incredibly realistic. From the splash to the underwater bubbles, AI animation is reaching new heights 🌊🏊‍♀️ Generated on Flaq AI using Seedance 2. #flaq #AIVideo #flaqai #PhysicsEngine #seedance2
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Real-time physics meets the safety of Rust. 🎮 Sébastien Crozet, the creator of Rapier, will demonstrate at #GOSIMParis2026 how his high-performance engine is empowering the next generation of games and robots. 📅 May 5–6 | Station F | paris2026.gosim.org/ #GOSIMParis2026 #RustLang #PhysicsEngine #GameDev #Simulation
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フィジカルスポーツはまさに現実の物理法則という最も優れた「PhysicsEngine(物理エンジン)」を搭載しているので……大量の変数によるカオス理論で作る最も自然な擬似乱数があるので……
これよく言われるけど、運の要素が低いと遊んでもらえないならフィジカルスポーツなんか人気が出るはずがないと思うので、そこじゃないと思う
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Since integrating Jolt Physics into UE5.7, I hadn't considered that UE Profiling traces are extremely useful (duh) to track async call back traces to Jolt across worker threads. Before that I was just relying on runtime debugging since originally I didn't want to architect over the PhysicsEngine, and PhysInterfaces, but since making a team for this new game, the job has become bigger. I was wondering why my Movement Gates weren't authoring ownership in the UScene, realized I needed to dig deeper. So, I built a step worker that takes enqueues and work items submitted from Jolt down to it's job system that gets async threaded onto UE's worker thread paths allowing me to now find out that I had silent failing bodies, and convex collision coming untracked paths in the job graph that I had no idea about until I started tracing async across the board. Learning something new everyday. 🤦 #ue5 #physics #ue5blog
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This is a project we’ve been working on for a long time, and today we’re incredibly excited to share ComFree-Sim — a GPU-parallelized ANALYTICAL contact physics engine built to be lightweight for faster, scalable, dense-contact simulation. It’s a drop-in alternative to MuJoCo (same API) that skips iterative solves to keep dense-contact compute flat. 👇 ⚡ >2× higher throughput in dense-contact scenes vs. MuJoCo Warp 🎯 Comparable, highly tunable contact dynamics fidelity 🤖 Low-latency sim-predictive control for dexterous manipulation, humanoids, and more Faster, learnable physics unlocks more for closed-loop physical intelligence. Website, paper, and videos: irislab.tech/comfree-sim/ 🚀 ⏳ ComFree Warp drops this weekend. ComFree Jax coming soon! #Robotics #EmbodiedAI #Simulation #PhysicsEngine #DexterousManipulation #Humanoids #MuJoCo #GPU
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Turns out the NPCs are my biggest hurdle. Even with pre-recorded paths, they just can't handle the speed. 🏎️💨 At more than 200 km/hr, an 8m track width is unforgiving. The computer keeps over-correcting to avoid walls, causing constant jitter. Might be too cramped for the current logic. Need a more robust way to handle high-speed NPC navigation. Back to the drawing board! 🛠️🧩 #GameDev #RealityKit #PhysicsEngine #BuildInPublic #NPC #SwiftUI #IndieDev
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Focusing on track physics and jump mechanics today. 🏎️💨 So many edge cases to handle when things get vertical: 1️⃣ Boundary checks: No jumping out of bounds. 2️⃣ Figure-8 logic: Ensuring the upper track doesn't collide with the road below at intersections. 3️⃣ The "Broken Bridge" challenge: If you mistime your jump, you’ve gotta fall to the lower map! Also implemented multiplayer collisions: side-swiping, rear-ending, and glancing blows. The chaos is getting real! 🛠️🔥 #JupSwift #GameDev #RealityKit #SwiftUI #iOSDev #IndieDev #PhysicsEngine #BuildInPublic
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Building a 2D Physics Engine From Scratch • 1000 Objects • Extreme Velocity • WASD Controls #Java #Coding #GameDev #DeveloperLife #IndieDev #PhysicsEngine
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【Genesis】地形生成シミュレーションを試しました。 久しぶりにGenesisを触りました。 具体的には、以下の地形生成シミュレーションのサンプルスクリプトを実行しました。 # 1. ハイトマップを元にした地形生成スクリプト NumPy配列で手動定義したハイトマップを元に地形を生成するスクリプトです。 中央に隆起のある地形が生成されます。 # 2. 手続き型サブ地形生成スクリプト 手続き型サブ地形を4種類生成するスクリプトと、その微修正版です。 生成する地形の高さなどのパラメータを微修正しました。 手続き型サブ地形とは、アルゴリズムによって生成される地形です。 本スクリプトでは、平坦、ランダム、ピラミッド、離散障害物の4種類の地形を生成します。 # 今後の展望 メッシュを元にした効率的な地形生成シミュレーションのサンプルを試します。 # 動画タイムライン - 0:00 生成したハイトマップを元にした中央に隆起のある地形 - 0:07 生成した4種類の手続き型サブ地形(サンプルスクリプト) - 0:21 生成した4種類の手続き型サブ地形(微修正版スクリプト) # 関連URL - [ハイトマップを元に地形を生成するサンプルスクリプト](genesis-world.readthedocs.io…) - [手続き型サブ地形を4種類生成するサンプルスクリプト](genesis-world.readthedocs.io…) - [【Genesis】サンプルのシミュレーションを4点(水車など)試す | miya](note.com/miya19/n/n184798f17…) # タグ #Genesis #地形生成 #PhysicsEngine #GameDev
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From @Grok: // Scene Definition: Root configuration for the world @scene { name: "EnchantedForest" description: "A mystical forest with glowing trees and dynamic day-night cycle" gravity: 9.81 // Standard Earth gravity physicsEngine: "cannon" // Or 'ammo' for physics simulation background: "skybox" // Use a procedural skybox } // Terrain: Define the ground plane with material @terrain { type: "heightmap" url: "forest_heightmap.png" // Reference to a heightmap texture scale: { x: 1000, y: 50, z: 1000 } // Dimensions in meters material: "groundMaterial" // Link to material below } // Materials: Define reusable materials for objects @material name="groundMaterial" { type: "pbr" baseColor: #4B5320 // Earthy green-brown metallic: 0.1 roughness: 0.8 texture: "grass_diffuse.jpg" // Albedo texture normalMap: "grass_normal.jpg" // For bump mapping aoIntensity: 0.7 // Ambient occlusion strength } @material name="treeBark" { type: "standard" baseColor: #8B4513 roughness: 0.9 emissive: #000000 // No glow by default } @material name="glowingLeaves" { type: "unlit" // For emissive effects baseColor: #00FF00 emissive: #32CD32 // Lime green glow opacity: 0.8 // Semi-transparent } // Objects: Instanced elements in the world @object name="ancientTree" { model: "tree.glb" // GLTF model import position: { x: 0, y: 0, z: 0 } scale: { x: 5, y: 5, z: 5 } materials: ["treeBark", "glowingLeaves"] // Applied to sub-meshes instances: 50 // Procedural placement: 50 trees scattered placement: "randomForest" // Algorithm for distribution (e.g., Poisson disk) interactive: true // Enable raycast interactions onInteract: "playAnimation('sway')" // Script hook for wind effect } // Lighting: Multiple sources for atmosphere @lighting name="sunLight" { type: "directional" intensity: 1.2 color: #FFD700 // Golden sunlight position: { x: 0, y: 100, z: -50 } // Overhead angle castShadows: true shadowResolution: 2048 } @lighting name="ambientGlow" { type: "point" intensity: 0.5 color: #00BFFF // Deep sky blue for mystical vibe position: { x: 0, y: 10, z: 0 } // Central in scene range: 200 // Falloff distance castShadows: false } // Rendering: Optimize for VR/AR performance @rendering { quality: "high" targetFps: 90 // Smooth for VR useComputeShaders: true enableRayTracing: false // For broader device support postProcessing: ["bloom", "fog"] // Effects: Glowing edges and mist fog: { color: #A9ACB6, density: 0.0005 } } // Interactions and Scripts: Basic logic (HoloScript extends with JS embeds) @script { language: "javascript" code: " function onDayNightCycle() { if (timeOfDay > 18 || timeOfDay < 6) { sunLight.intensity = 0.2; ambientGlow.intensity = 1.0; } else { sunLight.intensity = 1.2; ambientGlow.intensity = 0.5; } } setInterval(onDayNightCycle, 60000); // Update every minute " } // Export: For use in external engines @export { format: "gltf" target: "vrchat" // Or 'unity', 'threejs' optimize: true }
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Testing out Ballbox (the physics engine) with a fancier fractal to see if it has any impact in the performance. It doesn't! Runs super well. #gamedev #physicsengine #c #raylib
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Day 18/25: Coding Chaos. ⚛️📉 ​The Physics: Simulating a Single Pendulum is easy (F = -mg sinθ). Simulating a Double Pendulum is a nightmare. You have to solve coupled differential equations where the motion of the second arm depends entirely on the velocity of the first. ​The Tech Stack: • Solver: Runge-Kutta 4 (RK4) for precision. (Euler integration explodes here). • Renderer: Canvas API for the "Neon Trails" that fade over time. • Performance: Running at 60FPS even with heavy trail rendering. ​The Result: A perfect visualization of mathematical unpredictability. It’s not just code; it’s modern art. ​ ​#GenerativeArt #CreativeCoding #Javascript #PhysicsEngine
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Day 18/25: Coding Chaos. ⚛️📉 ​The Physics: Simulating a Single Pendulum is easy (F = -mg sinθ). Simulating a Double Pendulum is a nightmare. You have to solve coupled differential equations where the motion of the second arm depends entirely on the velocity of the first. ​The Tech Stack: • Solver: Runge-Kutta 4 (RK4) for precision. (Euler integration explodes here). • Renderer: Canvas API for the "Neon Trails" that fade over time. • Performance: Running at 60FPS even with heavy trail rendering. ​The Result: A perfect visualization of mathematical unpredictability. It’s not just code; it’s modern art. ​ ​#GenerativeArt #CreativeCoding #Javascript #PhysicsEngine
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The way blocks crumble in @blockstranding? Real. Painfully real. One wrong dig = cave-in. ⚠️⛏️ #PhysicsEngine #BlockStranding #RealisticGaming #DigAtYourOwnRisk
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