de4e741d6atrying to make the video in the readme work :)
Karma Riuk
2023-08-02 18:07:03 +0200
2b844647f4trying to make the video in the readme work :)
Karma Riuk
2023-08-02 18:05:30 +0200
e9f90bd11cAdded before vs after to readme
Karma Riuk
2023-08-02 17:55:43 +0200
87b4febc5dAdded README with abstract
Karma Riuk
2023-08-02 17:34:11 +0200
082acc4451Added random color generation to the polygons, also made so that the color of the vector indicating speed is the same as the color of the polygon, but a little lighter
Karma Riuk
2023-06-13 13:50:07 +0200
79ac43f05cSet max length for arrow heads
Karma Riuk
2023-06-13 13:49:48 +0200
89e250dcbaRemoved the passing of the mass through parameters. Now the mass is determined by the area of the polygon
Karma Riuk
2023-05-19 16:31:38 +0200
a424fec9a9Now when polygons collide, they get moved by the overlap to ensure that they don't get stuck in the following frames, it works very well and Carza is happy :))))))
Karma Riuk
2023-05-19 15:24:11 +0200
92e51a96beAdded the destroy method for the polygons
Karma Riuk
2023-05-19 10:18:49 +0200
00dad13b2fCommented out some couts
Karma Riuk
2023-05-18 11:24:08 +0200
2bba3155daAdded the gravity vector method for polygons (kinda blindly copied and pasted it from the ball version, hope it works)
Karma Riuk
2023-05-17 13:27:11 +0200
487b5fe00bFixed most of the bugs of the collision detection (still some cases there)
Karma Riuk
2023-05-17 13:22:34 +0200
b4203884efChanged to delta so that the edge cases happen less (since the 'move less' each frame)
Karma Riuk
2023-05-17 13:21:43 +0200
398cae3b24Added toString method to polygons, together with fields "label" and "collided_with"
Karma Riuk
2023-05-17 13:21:06 +0200
399949876fMade the draw method of vec2d const so that compiler stops complaining
Karma Riuk
2023-05-17 13:20:40 +0200
3c2335235eAdded labels to polygons to make it clear what is getting printed
Karma Riuk
2023-05-17 13:19:57 +0200
33cbe4a683Added the possibility to go frame by frame pressing '.'
Karma Riuk
2023-05-17 13:18:51 +0200
37a76e3e8dRevamped collision detection, missing the vertex inside vertex case (which is happening a bit too often imho)
Karma Riuk
2023-05-06 14:07:47 +0200
2cfa921547Added a general polygon to the initial state
Karma Riuk
2023-05-06 14:06:45 +0200
c0d4343b77Added general polygon generation WITH CORRECT INERTIA YUHUU
Karma Riuk
2023-05-06 14:04:58 +0200
ad841588adRefactored collision detection (last version before changing the algo)
Karma Riuk
2023-04-25 12:09:07 +0200
6b049eb831Added new polygons in polygons_init_state() and now drawing the point of impact and the normal vector in that point
Karma Riuk
2023-04-25 12:05:39 +0200
02f60aaa8aAdded == operator to vec2d
Karma Riuk
2023-04-25 12:03:41 +0200
699490fefcAdded the possibility of drawing a vector
Karma Riuk
2023-04-25 12:02:56 +0200
bf9545a7a0Added regular polygons and started implementation of arbitrary (general) polygons
Karma Riuk
2023-04-25 12:01:51 +0200
4a7e5834d3Quick refactoring and reformating
Karma Riuk
2023-04-21 09:01:35 +0200
1c58530e98Now the borders of the windows are walls of infinite mass
Karma Riuk
2023-04-10 14:40:16 +0200
c7b9500bc4Fixed inertia for rectangles
Karma Riuk
2023-04-10 14:39:36 +0200
d0de911344got the speed working (yay) but the angular velocity that results is superrrr low, thus not creating any rotation after impact, wierd...
Karma Riuk
2023-04-02 21:53:21 +0200
7dc54ddfe5Made the angular speed a double
Karma Riuk
2023-03-25 14:03:07 +0100