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# From Flying Balls to Colliding Polygons
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## Abstract
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> (text taken from the abstract of my report that you can find
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> [here](https://github.com/karma-riuk/bachelor-project-report/blob/main/bachelorproject.pdf)
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Physics engines are a fun and interesting way to learn about the laws of
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physics, as well as computer science. They provide a real-time simulation of
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common physical phenomena, and therefore illustrate theoretical concepts such as
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the equations that dictate the motion of objects.
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The goal of this project was to extend an existing physics engine built for
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demonstration purposes. This engine was initially designed and developed to
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simulate circular objects ("balls") in 2D.
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With this project, we intended to extend this engine to also simulate arbitrary
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polygons, again in a physically accurate way. The main technical challenges of
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the project is therefore the correct simulation of the dynamics of rigid,
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polygonal objects. In particular, we developed a model of polygonal rigid
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objects:
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- we implemented a simulation of their inertial motion, possibly in the
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presence of a constant force field such as gravity;
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- we detect collisions between objects;
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- we compute and then simulate the dynamic effects of collisions.
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The simulations are animated and displayed in real-time. It is also therefore
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crucial that the simulation code be efficient to obtain smooth animations.
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