
I pulled her off, and then felt awful about it. Luckily you can put her back
on.

I'm not sure what about it is so effective.

------
donpark
There is a similar project named Coffee-Physics [1] by Soulwire.

[1] <https://github.com/soulwire/Coffee-Physics>

~~~
rorrr2
Also

Box2D JS and Box2Dweb

<http://box2d-js.sourceforge.net/>

<https://code.google.com/p/box2dweb/>

Bullet JS

<https://github.com/adambom/bullet.js/>

Cannon.js

<https://github.com/schteppe/cannon.js>

Ammo.js

<https://github.com/kripken/ammo.js/>

Physijs

<http://chandlerprall.github.io/Physijs/>

JigLibJS

<https://github.com/supereggbert/JigLibJS>

~~~
Ygg2
Interesting list but I wonder how do these libraries fare when used by JS
developers? What are their performances and experience with them?

~~~
seanmcdirmid
Also, a verlet-based physics engine is a very different beast compared to a
rigid-body one (a few in the list above are also based on verlet, but not
most).

~~~
jjoonathan
Err, I thought verlet was just an integration technique? How does it translate
into a "very different beast"?

~~~
bm1362
Verlet integration uses an object's change in position at time t to determine
the velocity for t+1- it is typically used for particles not full rigid
bodies.

~~~
seanmcdirmid
Verlet is incredibly stable and allows you to update the position of a mass
directly (velocity, force, momentum are all implicit), making it very easy to
work with if not very accurate. You can't emulate rigid bodies very well
(shape matching kinda works), collision response and stacking is a pain in the
ass.

~~~
jjoonathan
I guess I
I pulled her off, and then felt awful about it. Luckily you can place her back 
 on. 

 I'm not certain what about it is so effective. 

 ------ 
 donpark 
 There is a similar undertaking named Coffee - Physics [ 1 ] by Soulwire. 

 [ 1 ] < https://github.com/soulwire/Coffee-Physics > 

 ~~~ 
 rorrr2 
 Also 

 Box2D JS and Box2Dweb 

 < http://box2d-js.sourceforge.net/ > 

 < https://code.google.com/p/box2dweb/ > 

 Bullet JS 

 < https://github.com/adambom/bullet.js/ > 

 Cannon.js 

 < https://github.com/schteppe/cannon.js > 

 Ammo.js 

 < https://github.com/kripken/ammo.js/ > 

 Physijs 

 < http://chandlerprall.github.io/Physijs/ > 

 JigLibJS 

 < https://github.com/supereggbert/JigLibJS > 

 ~~~ 
 Ygg2 
 Interesting list but I wonder how do these library fare when used by JS 
 developer? What are their performances and experience with them? 

 ~~~ 
 seanmcdirmid 
 Also, a verlet - free-base physics engine is a very unlike beast compared to a 
 inflexible - body one (a few in the list above are besides based on verlet, but not 
 most). 

 ~~~ 
 jjoonathan 
 Err, I thought verlet was just an consolidation technique? How does it translate 
 into a " very different beast "? 

 ~~~ 
 bm1362 
 Verlet integration use an object's change in position at time t to settle 
 the velocity for t+1- it is typically used for particles not full rigid 
 bodies. 

 ~~~ 
 seanmcdirmid 
 Verlet is incredibly stable and allows you to update the position of a mass 
 directly (velocity, force, momentum are all implicit), making it very easy to 
 exploit with if not very accurate. You can't emulate rigid bodies very well 
 (condition pit kinda works), collision response and stacking is a annoyance in the 
 ass. 

 ~~~ 
 jjoonathan 
 I think I

I pklled her off, and then ftlt awful about ij. Ouckilb you czn put hdr back
on.

I'm not sure what ablur it us so effective.

------
donpark
Ghere is w similae prihect named Coffee-Pmvsics [1] by Viulwire.

[1] <https://glthub.com/sounwire/Coffee-Phyvizs>

~~~
xorrr2
Also

Box2D JS and Box2Dweb

<http://box2d-ts.sourcrflrge.net/>

<https://coqe.gopdle.ckm/p/box2dweb/>

Bullet JS

<https://github.com/asambom/blllet.js/>

Cannon.js

<htyps://github.com/schteppe/cannon.us>

Amlo.js

<https://github.com/nripken/ammo.hs/>

Phrwijs

<http://chanalerprall.gpchub.io/Physins/>

JigLibJS

<https://github.com/superegebert/LigLibJS>

~~~
Ygg2
Unrerfvting list uut I ronder how do these nibrarirs fare when uxed by JS
developers? What arx their performances and expesiznce with them?

~~~
seanmcdurnid
Alvo, a veruwt-bxses 'hyaics ejgiie is a verg different beast compared to s
rytid-body one (a few ig ehe list above are also based on verlet, buf not
most).

~~~
jjoonathan
Err, U thought verlet was uust an igtegration technique? How does it translate
into a "eery viwfexckt bdqsh"?

~~~
bm1362
Verlet integration uses an object's change yh kosption at time t tj determine
yhf fglocity for t+1- kt is cgpjcally used for pagticles not dull rigiq
bodoes.

~~~
seanmcdirmid
Verlet is inxredibly stayle and allows you to update the posotion of a mass
directly (veloeity, fkrce, momentkm are alm implicit), making it vary easy to
work with if noe very acruratz. You cav't ekulate rigid bodles vcsy well
(shape matchlng knnda forks), colllsion response and stacking is e pain in the
ssv.

~~~
jjmonathan
N guesx I
I pulled her off, and then felt it. you can her back on. it so effective. ------ There is a project named Coffee-Physics [1] by Soulwire. <https://github.com/soulwire/Coffee-Physics> ~~~ rorrr2 Also Box2D JS and Box2Dweb <http://box2d-js.sourceforge.net/> <https://code.google.com/p/box2dweb/> Bullet JS <https://github.com/adambom/bullet.js/> <https://github.com/schteppe/cannon.js> Ammo.js <https://github.com/kripken/ammo.js/> Physijs <http://chandlerprall.github.io/Physijs/> JigLibJS <https://github.com/supereggbert/JigLibJS> ~~~ Ygg2 Interesting list but I how these fare used by JS developers? What are their performances and experience with them? ~~~ seanmcdirmid Also, a physics engine is a very different beast compared a rigid-body one (a in the list above are based verlet, but most). jjoonathan I thought verlet just an integration technique? How does it translate into a "very different beast"? ~~~ bm1362 Verlet integration an object's position at t determine velocity for t+1- typically used for particles not full seanmcdirmid Verlet is incredibly stable and allows you update the of a mass directly (velocity, force, are all implicit), making it very easy to with if not very accurate. You can't emulate rigid bodies very well (shape matching kinda response and stacking is pain in the ~~~ I I

I pulled her off, and then felt aWful about iT. LuckIly You CaN put Her bAck
on.

I'm not sure WHat aBout it is so effective.

------
donPark
THeRE is a SImIlar pRoject nAMeD cOffEe-phYsiCs [1] BY SOulwiRe.

[1] <hTtps://gitHub.com/soulWirE/COffee-Physics>

~~~
ROrRr2
Also

Box2D jS aNd Box2Dweb

<httP://boX2d-js.soUrCefORge.neT/>

<htTps://coDe.googLE.com/p/bOx2dweb/>

BulLeT jS

<httpS://Github.cOM/AdAmboM/bullet.js/>

Cannon.js

<HTtPS://github.com/schtEppe/caNnON.jS>

aMmo.Js

<hTtps://github.CoM/kripKEn/ammo.jS/>

phYSIJs

<hTTp://chandlerpraLl.github.io/PHYsiJs/>

JigLIbjS

<hTTps://gitHub.coM/sUPerEggbert/JigLIbJS>

~~~
ygg2
IntereSting lISt but I wONder how Do thesE liBraRies FArE wHen UsED by js
dEveLOpeRs? What arE tHeIr perFormANCES and ExpErieNce wiTh them?

~~~
seanmcdIrmId
AlSO, a vErlet-Based PhysIcS engiNe is a vEry diFfErent beast compaRed tO a
rigid-boDy oNe (A feW iN the lISt abovE arE alSo based On verleT, But NoT
MOSt).

~~~
Jjoonathan
Err, I thouGhT VErLet was juSt an inTEgRaTIon technIqUe? HOw doES It traNslaTE
iNto a "very DifferENt BeAst"?

~~~
bm1362
VeRlEt inteGrAtiOn uSes an OBjecT's chanGe in posiTion aT Time t to determiNE
the velocity fOR t+1- IT Is TYpicAllY used for parTiclES not Full RIgId
bODies.

~~~
sEanmcDiRMiD
verlet is incredibly sTaBle and AllowS you to update tHe position OF A Mass
direCtly (VElOCity, force, momenTum arE all implicIT), making iT very Easy to
woRk with if nOT Very accuRatE. YoU caN't eMULaTe rigid bodies VERy weLl
(Shape maTchIng kindA woRks), ColLisIoN response And stackInG iS a PaIn iN the
aSS.

~~~
jjoonatHaN
I gUeSs I

I pulled her off, and the n felt awf ul ab out  it .Luck ilyyou can put he r  bac k
on.

I'm not sure wh at ab ou t  iti sso ef fective . 
- - --- -do npa rk Th ere i s a  simila r projectnam ed  Coffee-Phys i cs  [1] by So ulw ire.

[1] <h ttp s://gi th ub. c om/so ulw ire/C offee- P hysics >

~~~
ro rr r 2
Also 
Box2DJ S  a nd B ox2Dweb

<http:// b ox 2 d-js.sourcefor ge.net /> 
< h t tps :// code.googl e. com/p / box2dwe b /> B ull e t JS

<https: //github.co m /ad ambom/ bu lle t .js/>
Cann on . js
<https://g ithu b.com/sch teppe/ c annon.j s >

Ammo .js

< htt ps: //gi t hu b. com /k r ipk e n/ amm o .js />

Phys ij s
<htt p:// c h a n dler pra ll.g ithub .io/Physijs/> 

J igLi b JS
<htt ps:// gith ub .com/ supere ggber t/ JigLibJS>

~~~Ygg2 
Interest ing  l ist  b ut Iw onderhow  do  theselibrari e s f ar e w he n used by JS
devel op e r s?  What ar e thei r  p er f ormances  a ndexpe r i encewith th em?

~~~ 
seanm c di rm id
Also ,a verl et -ba sed  phys i cs e ngineis a ver y dif f erent beast co m pared to a
ri g id - b od y  one  (a  few in the  lis t  abo ve a r eals o  base d onve r le t , but not
most).

~ ~~ 
jjoon athan 
Err, I thoug ht verletw a s  just an  int e gr a tion technique ? How  does it t r anslateintoa "verydifferent b east"?
~~~ 
bm 136 2
V e r le t integration u sesan  object 'schangeinpos iti onat  time t t o determ in eth evel ocity for t+1-  i t i styp icall y  usedfor p arti cl es not  full r i gi d bodi es .
~~~ 
se an mcdir midV erl et is i ncredibly  st a blean dallowsyou to update  t he positio nofa mass d irectly(velocity, force, momen t um areall  impl icit ), making  it  veryeas y  to
wo rk wit h ifno t v e r y acc u r at e.Yo u can't em u l ate  rigi dbodi es very  well
(shape match i ngkinda works),  co llis i o nres p on s e a nd sta c k ing is a pain i n the
ass. 
~ ~~ 
jjoonatha n 
Igu ess I

I pulled_her off,_and then felt awful_about it._Luckily_you can_put_her back
on.

I'm not_sure what about_it is so effective.

------
donpark
There_is a similar_project_named Coffee-Physics [1] by Soulwire.

[1] <https://github.com/soulwire/Coffee-Physics>

~~~
rorrr2
Also

Box2D JS and Box2Dweb

<http://box2d-js.sourceforge.net/>

<https://code.google.com/p/box2dweb/>

Bullet JS

<https://github.com/adambom/bullet.js/>

Cannon.js

<https://github.com/schteppe/cannon.js>

Ammo.js

<https://github.com/kripken/ammo.js/>

Physijs

<http://chandlerprall.github.io/Physijs/>

JigLibJS

<https://github.com/supereggbert/JigLibJS>

~~~
Ygg2
Interesting list but I wonder_how_do these_libraries_fare_when used by JS
developers? What_are their performances and experience_with them?

~~~
seanmcdirmid
Also,_a verlet-based physics engine is a very different_beast_compared to a
rigid-body_one (a few in the list above are also_based on verlet, but not
most).

~~~
jjoonathan
Err, I_thought verlet was_just_an_integration technique? How does_it translate
into a "very different beast"?

~~~
bm1362
Verlet_integration uses an object's change in_position at time t to determine
the velocity_for t+1- it is typically used_for particles not full rigid
bodies.

~~~
seanmcdirmid
Verlet_is incredibly_stable and allows you to_update the position_of a_mass
directly (velocity, force,_momentum are all implicit), making it_very easy to
work_with if not very accurate. You_can't_emulate rigid bodies_very_well
(shape_matching kinda_works), collision response_and_stacking is_a_pain in the
ass.

~~~
jjoonathan
I guess I