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I and some friends of mine have some level suggestions

Duospindle (no idea if that's its common name)
The the convex hull of two circles in orthogonal planes, it is also the dual of duocylinder
I think the equation is sqrt(x^2+y^2)+sqrt(z^2+w^2)=r

Sphone (sphere cone)
A cone with a sphere base, I think it might be fairly boring aside from the end point
The equation should be sqrt(x^2+y^2+z^2)+sqrt(w^2)=r (actually a bicone, w>=0 for cone)

Tiger (you might have this one already but I didn't see it)
Its another generalization of the torus
The equation is pretty complex, the parametric is nicer

Cone torus #1
A cone with a torus base, very similar to the spheritorus
sqrt((c-sqrt(x^2+y^2))^2+z^2)+sqrt(w^2)=a (actually a bicone, w>=0 for cone)

Cone torus #2
I only have an equation for this one, it might be similar to revolving a triangle around the origin but I'm not sure
sqrt(z^2+w^2)<=sqrt(x^2+y^2)<=1

Pinched duocylinder (needs a better name)
When rolled properly it should trace out a torus on the ground like a cone frustum traces an annulus
1-sqrt(x^2+y^2)>=z, sqrt(z^2+w^2)<=1

The one me and my friends are most interested in is the duospindle

has there been any progress or is this like a side project, i get if it is, its just that its almost been a year since the last version of arbgeom

It's a side project.  I am hoping to get back to it this holiday season, but that's why it's been on the back burner.  Also, trying to get rotation to work reliably without exploding has been very challenging which has also slowed progress when I've tried to work on it (although I'm slowly getting closer to it working, I think).

please add creator mode

It works on Linux, but it gets extremely laggy when there's sky on the screen, as long as it's just ground it's fine

Good to hear it works on linux, hopefully the lag will be better once I shift focus towards optimizing everything, but looking at the sky will likely always make the lag a little worse (because all of the marched rays will step forwards the maximum number of times since they don't hit anything).  It definitely can be improved though.

Insanely impressive, runs well on an rtx card. Please dont give up on this project, it's the only physics simulation ive seen that actually works with weird geometries

Thank you, it's great to hear that it's working on rtx!!!

I haven't given up, I've just been busy recently which I believe (hopefully) should change soon.  I now have rotational physics seemingly working and I'm trying to get friction working too.  Once I have those I'll upload a video demonstrating them across some cool new geometries I haven't shown off yet   : )

Nice! If possible, can you also add the levels file so we can edit it, just to play around with it?

The version uploaded here has the levels hardcoded so it's not an easy fix, but the version I'm working on right now not only has the level files exposed (in the assets folder using RON: https://github.com/ron-rs/ron), but also the geometry descriptions written in a small wgsl-like language I made (https://github.com/TomjWolcott/scaffold_scripting) and some limited scripting written in rhai (https://rhai.rs/).  Here's a small post showing off the various scripting files: https://tomwol.itch.io/arbgeom/devlog/781405/scripting-files-for-arbgeom-august-...

I love warping the fabric of space time

i cant tell if im dumb or the dev is really smart, I cant comprehend nothing 

I get a stable 40 FPS on windows with my 3060 laptop GPU for most levels.

On linux however the fps is not stable, and fluctuates wildly, though that may be a driver issue

0.1.14 Linux works!

Yay!  Thanks