© Michael Tanaya, HuaMing Chen, Jebediah Pavleas and Kelvin Sung 2017
Michael Tanaya, Huaming Chen, Jebediah Pavleas and Kelvin SungBuilding a 2D Game Physics Engine10.1007/978-1-4842-2583-7_22. Implementing the 2D Physics Engine Core
Michael Tanaya1 , Huaming Chen1, Jebediah Pavleas2 and Kelvin Sung3
(1)Bothell, Washington, USA
(2)Kenmore, Washington, USA
(3)Woodinville, Washington, USA
In the previous chapter, you implemented functionality to support basic drawing operations. Drawing is the first step to constructing your physics engine because it allows you to observe the output while continuing to expand the engine’s capabilities. In this chapter, two critical components for 2D physics simulations, the core engine loop and rigid shape class, will ...