{"author_link":"\/users\/gulyasarni66","author_name":"Gulyasarni66","author_uid":"gulyasarni66","comments":[],"epoch":1554578807,"event":"LD44","format":"md","ldjam_node_id":140937,"likes":28,"metadata":{"p_key":"127823","p_author":"Gulyasarni66","p_authorkey":"1000776","p_urlkey":"343951","p_title":"Engine Development - Day 4","p_cat":"LDJam ","p_event":"LD44","p_time":"1554578807","p_likes":"28","p_comments":"0","p_status":"WAYBACK","us_key":"1000776","us_name":"Gulyasarni66","us_username":"gulyasarni66","event_start":"1556236800","event_key":"75","event_name":"LD 44"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD44","removed_author":false},"_superparent":139254,"_trust":3,"author":776,"body":"Hi. A lot of stuff was added today, so let me break it down.\n\nFirst, I fixed the texture bug. It's now possible to load and use as many textures as you please! I hate to admit it, but the sole reason the bug existed was a typo. Meh.\n\nSecond, I decided it's time to advance beyond a simple mesh viewer, so I implemented a physics engine. Well, actually, I only started implementing it. It's still pretty useless.\n\nAt first I wanted to use Nvidia PhysX, but it was too complex for the scope of this project, so I ditched it. I began searching for an alternative, and found JitterPhysics relatively quickly. I actually got it working, but it was really imprecise so it had to go. (Probably my mistake, but documentation is really scarce and I didn't have the patience.)\n\nFinally, I've found BEPUphysics and it actually met all my requirements! Simple, fast, and easy to implement. I created a demo with 1000 cubes, and it runs pretty smoothly, so I'm happy with it. For the sake of simplicity though, the gif below only has 100 cubes.\n\n![day4-physics.gif](\/\/\/raw\/803\/z\/20100.gif)\n\n(Sorry for the quality, it had to be sacrificed for length)","comments":3,"comments-timestamp":"2019-04-08T09:12:11Z","created":"2019-04-06T19:03:53Z","files":[],"files-timestamp":0,"id":140937,"love":28,"love-timestamp":"2019-04-22T21:36:46Z","meta":[],"modified":"2019-04-22T21:36:46Z","name":"Engine Development - Day 4","node-timestamp":"2019-04-06T19:26:47Z","parent":140544,"parents":[1,5,9,139254,140544],"path":"\/events\/ludum-dare\/44\/$140544\/engine-development-day-4","published":"2019-04-06T19:26:47Z","scope":"public","slug":"engine-development-day-4","subsubtype":"","subtype":"","type":"post","version":420711},"node_metadata":{"n_key":"140937","n_urlkey":"343951","n_parent":"140544","n_path":"\/events\/ludum-dare\/44\/$140544\/engine-development-day-4","n_slug":"engine-development-day-4","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"776","n_created":"1554577433","n_modified":"1555969006","n_version":"420711","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/44\/$140544\/engine-development-day-4","text":"Hi. A lot of stuff was added today, so let me break it down.\n\nFirst, I fixed the texture bug. It's now possible to load and use as many textures as you please! I hate to admit it, but the sole reason the bug existed was a typo. Meh.\n\nSecond, I decided it's time to advance beyond a simple mesh viewer, so I implemented a physics engine. Well, actually, I only started implementing it. It's still pretty useless.\n\nAt first I wanted to use Nvidia PhysX, but it was too complex for the scope of this project, so I ditched it. I began searching for an alternative, and found JitterPhysics relatively quickly. I actually got it working, but it was really imprecise so it had to go. (Probably my mistake, but documentation is really scarce and I didn't have the patience.)\n\nFinally, I've found BEPUphysics and it actually met all my requirements! Simple, fast, and easy to implement. I created a demo with 1000 cubes, and it runs pretty smoothly, so I'm happy with it. For the sake of simplicity though, the gif below only has 100 cubes.\n\n![day4-physics.gif](\/\/\/raw\/803\/z\/20100.gif)\n\n(Sorry for the quality, it had to be sacrificed for length)","title":"Engine Development - Day 4","wayback_source":[]}