Showing posts with label Physics. Show all posts
Showing posts with label Physics. Show all posts

Tuesday, October 01, 2013

Lets Get Physical [JavaScript] - PhysicsJS

i-programmer - PhysicsJS - Physics In Pure JavaScript

PhysicsJS may only be in alpha, but it's already very impressive. You need to see it in action and when you do you will probably end up writing some app or other. It's not just fun - it's easy fun.

Physics engines are fun. You set a few things up and you have a convincing animation with real world accuracy in no time at all. You get a lot of reward for very little effort. You want a bouncing ball - you got it. You want the ball to spin and rebound accurately like a ball with spin - no problem. It's great for games, presentations and serious applications but before you start thinking that the serious applications include real world simulation it is worth reminding everyone that a real-time physics engine generally cuts corners in the computation so that it look right even if it isn't 100% accurate.

PhysicsJS isn't the only JavaScript physics engine you could try out, but it is a rare thing. It is written in JavaScript and not ported from C++ or some other language. What this means it that its API is JavaScript-oriented, not just a function call or an object-based API. If you are a JavaScript programmer this can make a lot of difference to its usability. It also makes it possible for you to extend and modify the code to make it do exactly what you want.


It is all open source (MIT Licence), and if you really think that it's good why not help its creator "wellcaffeinated"  aka Jasper Palfree who would welcome some help. It's a new project, open sourced on the September 10th and would be a good place to get into some very nice code. This is a project worth helping to grow.



A modular, extendable, and easy-to-use physics engine for javascript

PhysicsJS is still under development (alpha version 0.5.1), and documentation is unfinished. Feel free to use it, just be warned that the API is in flux and better documentation is on its way! (Contributors and help needed!)


Check out the demo page for some sweet examples of what you can do.


  • Use as an AMD Module (requireJS), or global namespace.
  • Modular! Only load what you need. The core library is only 31k minified.
  • Extendable! Don’t like the collision detection algorithm? Replace it with your own!
  • Not tied to a specific renderer. Display it in DOM, HTML5 Canvas, or whatever…
  • Easy! It’s a library written IN javascript… not C compiled into javascript. The syntax is familiar for javascript developers.
  • Extensions to support points, circles, and arbitrary convex polygons.
  • Extensions to support constant gravity, newtonian gravity, collisions, and verlet constraints.


Even in it's "Alpha" this is seriously impressive and I spent way too much time playing with the demo's... :)

Wednesday, July 15, 2009

Project Tuva – More Fabulous Physics Fun - Microsoft Research and Bill Gates Bring Historic Physics Lectures to Web

“Lecture series by celebrated physics professor Richard Feynman is now available to all.

Microsoft Research, in collaboration with Microsoft Corp. Chairman Bill Gates, today launched a Web site that makes an acclaimed lecture series by the iconic physicist Richard Feynman freely available to the general public for the first time. The lectures, which Feynman originally delivered at Cornell University in 1964, have been hugely influential for many people, including Gates. Gates privately purchased the rights to the seven lectures in the series, called “The Character of Physical Law,” to make them widely available to the public for free with the hope that they will help get kids excited about physics and science.


Microsoft ResearchProject Tuva




Why? Because I guess I’m on some kind of Physics kick or something… And I thought how they used SilverLight was cool too… ;)


Related Past Post XRef:
Humor: “It Depends”
You too can learn Physics with “The Manga Guide to Physics”

Friday, July 10, 2009

Humor: “It Depends”

Jason Massie's Blog - Capt. Varchar & the Pagelatch Posse Vol. 26


This made the wanna-be DBA, Dev (i.e. looking for more context), Science Channel watcher and the “can almost spell physics guy” in me laugh…

Tuesday, July 07, 2009

You too can learn Physics with “The Manga Guide to Physics”

FrazzledDad - Book Review: The Manga Guide to Physics

The Manga Guide to Physicsby Hideo Nitta and Keita Takatsu. Published by No Starch Press, ISBN-10: 1593271964.

All the concepts are laid out in very clear fashion, and the examples are really spot on and understandable. There’s math involved, but it’s kept at an understandable level and is presented in very short, progressive steps.

This was a really enjoyable read – and it was even educational. I loved the format and I really appreciated the effort and thought that went into laying out the material in such a clear fashion.


This made me chuckle and since everyone wants to learn Physics… ;)

BTW, If you liked this, there are other Manga Guides too…

Related Past Post XRef:
“Tico the fairy teaches the Princess how to simplify her data management” in The Manga Guide to Databases

Wednesday, July 09, 2008

Newton Physics for WPF – Because everyone needs to write a cool Moon Lander game, at one time or another, don’t they? :)

CodeProject - Newton Game Dynamics Extensions for the WPF - The Moon Lander Game


Moon Lander Game (This is the part this article will focus on.)

Sweet little game demonstrating some interesting parts of the framework. The game uses fixed breakable joints for the Lander's legs. Merges 3D (for the Lander craft) and 2D (for the Ground) together to create a strange retro feel. The Lander model has been built using Blender and the Xaml editor so the xaml is quite large to work off as an initial example.

Simple Boxes Test

This is the simplest of example applications demonstrating just how easy it is to add newton to your WPF project.


The 3D application Blender was used as the object modeler. This project includes the Blender to XAML Exporter specially modified to make it easier to structure a model to modify (via the Xml Editor) to include the newton fixtures

The Xaml Editor

3D designer allowing you to manipulate a 3D WPF model with 3D gizmos. Takes a source file (usually the output from your 3D packaged converted to XAML) and allows you to tweak it (usually adding the Newton extensions xaml) and play with the model in real time. You can then save out the result to be used in an application keeping the original source and changes separate allowing you to be back to your 3D package, make changes and re-tweak the model back into your WPF application.

Planned Articles

Part1 - The basic concepts and the Moon Lander Game explained.
*Part2 - Modeling with Blender and using the Xml Editor to tweak the model and setup for collisions.
*Part3 - More advanced Physics examples, plus the Crane project explained. (Make a crane with ONLY Xaml. No Coding!)
* - not written yet.




Okay, I just thought that was cool. I so want to add Newton Physics to my WPF app. (Oh wait, I need to learn how to WPF first.. ;)

I remember writing a Moon Lander game in high school on a TRS80 Model III. Wow, times have changed…

Tuesday, July 10, 2007

Torque X Free for XNA's Creator's Club Premium Members

Coding4Fun - Rapid Application XNA: now with more orange flavor.

"If you're a premium member of the XNA's Creator's Club, you now have access to Garage Game's Torque X and Torque X Builder for free!  Previously, this cost $100!

What is Torque X?  It is c# based game engine that allows 2D drag and drop game creation!  It allows you to make use of physics and shaders effects to create a game quickly instead of from the ground up. ..."

Free is my wife's favorite price (for stuff I want ;)

I'm glad to see additional value being added for Premium Members...

Important Note from "If you are an XNA Creators Club Premium member, your membership allows you to download Torque X for free here. XNA Creators Club Premium members have a license to use Torque X and Torque X Builder as long as their subscription is active. [GD: Emphasis added]"

So if you're creating XNA games for Windows, you'll still need to keep your XBox 360 XNA Creators Club active in order to remain legal. Not sure how I feel about that. I'm only interested in using XNA for the 360, so for me it's not an issue. But it still seems... ?

Anyway, something is better than nothing. Added to the Greg Work Item list ;)