2D Verlet Integrating Physics Engine with Border Collisions

Search
Votes / Statistics
Rating 
N/A
Hits: 754
Downloads: 260
Votes: 0
My Atarimania
Comments (0)

Screenshots - 2D Verlet Integrating Physics Engine with Border Collisions

2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot
2D Verlet Integrating Physics Engine with Border Collisions atari screenshot

Information - 2D Verlet Integrating Physics Engine with Border Collisions

GenreGraphics - AnimationYear2018
LanguageGFA BASICPublisher[no publisher]
Developer[n/a]Distributor-
ControlsKeyboard, MouseCountryFinland
Box / InstructionsEnglishSoftwareEnglish
Programmer(s)

Salmela, Tatu

LicensePD / Freeware / Shareware
SerialST TypeST, STe, Falcon030 / 0.5MB
ResolutionLowNumber of Disks1 / Double-Sided
Dumpdownload atari 2D Verlet Integrating Physics Engine with Border Collisions Download / MSAMIDI
Protection

Instructions - 2D Verlet Integrating Physics Engine with Border Collisions

Latest somehow working version of my 2D physics engine editor. 
Numpad is programmable to change line lengths, so linear actuators like muscles/pistons are possible. 
Also, when you press Y while having a point selected, you can set the Y-limit, which acts to some degree like a curtain rod. 
Now there's invisible (press i when a line is selected) sticks and wires (w), so you can make a ragdoll, 
hang it by a couple of invisible wires to a curtain rod, and have it stay upright. 
There's a couple of model files, some of them are glitchy because they were made with a previous version of the program. 

EDIT: Hey, it benefits greatly from NVDI. has FPU support, but it has little or no effect.

F for freehand on/off in the simulation, so you can pick and grab a point with the mouse.
About Us - Contact - Credits - Powered with Webdev - © Atarimania 2003-2024