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A simple physics "engine" made in rust

After watching this video https://www.youtube.com/watch?v=9IULfQH7E90&t=309s I wanted to make it by myself.

In this project, I implemented the Verlet algorithm and tried to implement different broadphase algorithms to make my simulation faster. I tried bruteforce, uniform grid and quadtree to limit the numbers of comparaison I have to do while checking collisions.

I can then generate an image during the simulation using the deterministic characteristic of this algorithm.

verlet-physics-demo.gif

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A deterministic Verlet simulation in Rust

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