Welp, it’s Sunday again. Some weeks later but I haven’t abandoned my new project (yet). So here we go with another post nobody asked for.
Every game has physics, even if you don’t treat it as a first-class citizen. Mine does.
I’ve spent some weekends building small chunks of systems and started separating my project into core, client, server, and engine layers.
Naturally, one of the first things that popped up on the engine side was a very primitive physics engine. So here we are.
In this post, I’ll walk through how I’m building the physics foundation for my 2D ECS engine in C++ with EnTT. Focusing on dynamics (forces, acceleration, velocity) and kinematics (movement).
Collisions will come later, they deserve a post of their own.