This is a physics engine I made with Verlet Integration
(there are only circles)
Basically, Verlet Integration moves objects based on where it is compared to its previous location, instead of directly using velocity.
This makes physics with collisions way easier to implement.
Some Issues:
There is an issue where if i try to put the movement code into the substepping loop, they will go too fast, but if i divide by the amount of substeps, they slow down too much.
Right now, instead of actual substeps, it just iterates collision.
Download:
Verlet Integration Physics8-1-2023_17-21-54.wick (2.8 KB)