bulldog_physics

bulldog_physics started as a school project at Champlain College. It has been put together from code samples provided in the book “Game Physics Engine Development : How to Build a Robust Commercial-Grade Physics Engine for your game” by Ian Millington. As the code samples in the book were in C++, all of it had to be converted. As such, a lot of it still looks C like.

There is an example showing some of the things that the engine can do, gravity, bouncing of planes, being connected via springs (of various types) . Many more effects can be added by merely by subclassing one of the ForceGenerators.

Documentation will be created as soon as time allows for me to do so.

Contributing to bulldog_physics

  • Check out the latest master to make sure the feature hasn’t been implemented or the bug hasn’t been fixed yet

  • Check out the issue tracker to make sure someone already hasn’t requested it and/or contributed it

  • Fork the project

  • Start a feature/bugfix branch

  • Commit and push until you are happy with your contribution

  • Make sure to add tests for it. This is important so I don’t break it in a future version unintentionally.

  • Please try not to mess with the Rakefile, version, or history. If you want to have your own version, or is otherwise necessary, that is fine, but please isolate to its own commit so I can cherry-pick around it.

Copyright © 2012 Conner Wingard. See LICENSE.txt for further details.