56 comments

[ 2.4 ms ] story [ 137 ms ] thread
Hi HN. I recently open sourced a verlet physics engine that I wrote for fun. Four example experiments are in there so far. I have a few other experiment ideas in mind that I hope to get implemented soon. Anyways, it was a blast creating this and thought others might like to look/play with it too.

Cheers

Looks great, thanks for sharing. One thing I would suggest is to not worry about rendering the physics on the canvas, threejs is good at what it does and lacks a good physics engine. It's just my opinion, but I think the project would benefit from either making it work with threejs or by not solving the render problem, and just focus on doing great physics, so that people can use the results in their threejs scenes.

Great work though

This is a really great point. Abstracting it away shouldn't be bad, and it is possible to extend by vec2 implementation to 3d. After I finish my next batch of examples I will venture down this path.

Thank you for the feedback!

This is one of the few demos I can try on Linux without jumping through hoops since it's canvas-based, so I appreciate your choice to not go with WebGL actually. Looks good; looking forward to reading the code more closely!
If you use Chrome/Chromium, you can try setting the "Override software rendering list" option in about:flags. Worked for me.
There is a physics engine for threejs- it's somewhere on their demo page. I'm actually working on a physics engine as well- I'm willing to help you extend it in whatever direction.

A question, Why did you chose Verlet integration? I know it's great for particles but I always had issues trying to do angular mechanics.

Great question- I was reading about verlet integration and started doing some coding to play with it, and I just kept on going with it. Would love some help with it! First thing I would like to do is abstract out canvas.
Are you thinking of Physijs [0], which is made to work well with ThreeJS? Its a wrapper around Ammojs for ThreeJS.

It does look good and integrates well, but to be honest ThreeJS is so mature and battle tested with multiple renderers (canvas, webgl etc) that when building a physics engine, I really think it would be better to spend ones dev time on the physics and not waste* time reimplementing a portion of ThreeJS.

[0]: http://chandlerprall.github.io/Physijs/

*Obviously not actually 'wasted' time, hacking is great even just for the sake of it - but I'm sure you know what I mean.

Thank you for open sourcing this. The spider example is just awesome!! Good Job!
There seems to be some numerical instability in the rotation. In the shapes demo, several of the shapes start spinning faster and faster when I pick them up. Particularly when I press the outside edge nodes into the center so that the shape sort of flips inside out, after that the shape just spins continuously when it is in the air.

Another way to exhibit it is to take the center node of the wheel and press it against the wall. The whole shape will spin.

I wrote a verlet based physics engine years ago and had similar issues. Relaxing distance constraints tended to add a bit of angular momentum in to the system. Sometimes having a drag term in the integrator was enough to compensate, but this appears to be in verlet.js already.

Another issue with defining shapes via distance constraints is that they sometimes have alternate solutions / stable minima. For example, you can smash the circle in to the ground and get it to crumple: http://i.imgur.com/UzxbKvJ.png

But, this is still an awesome demo. Good work subprotocol.

There is a similar project named Coffee-Physics [1] by Soulwire.

[1] https://github.com/soulwire/Coffee-Physics

Interesting list but I wonder how do these libraries fare when used by JS developers? What are their performances and experience with them?
Also, a verlet-based physics engine is a very different beast compared to a rigid-body one (a few in the list above are also based on verlet, but not most).
Err, I thought verlet was just an integration technique? How does it translate into a "very different beast"?
Verlet integration uses an object's change in position at time t to determine the velocity for t+1- it is typically used for particles not full rigid bodies.
Verlet is incredibly stable and allows you to update the position of a mass directly (velocity, force, momentum are all implicit), making it very easy to work with if not very accurate. You can't emulate rigid bodies very well (shape matching kinda works), collision response and stacking is a pain in the ass.
Alright, then why not do the very minor step up to Velocity-Verlet?
I don't really think it really helps with stacking.
I guess I'm still having trouble understanding where the complexities arise. I have no difficulty believing that they do arise, but I would like to understand how it happens if you're willing to take the time to explain.

I would think that rigid bodies -- either perfectly rigid or semi-rigid via springs & struts -- would not handle all that differently in verlet since force is explicit (typo on your part?) and a v/p estimate is available from the last position, albeit with a bit more phase lag than usual. Does the phase lag induce nasty oscillations or something?

We can make semi-rigid bodies in verlet using strings are shape matching techniques, but the pressure needed to maintain shape necessarily interferes with stacking or any other kind of stable contact. Actually, their was a solution to this in a shape matching paper by Matthias [1] but I was never able to get it to work right.

I've played around a lot with Verlet, it is very powerful in certain cases...especially since you can just update the position of a mass directly (very easy to program, very mouse/touch input friendly). However, a rigid body physics engine is probably better for most game use cases.

[1] http://www.matthiasmueller.info/realtimephysics/

This looks really good.

Just for fun, try pulling one of the spider's legs and bring it close to the web! I really like how it clings on to the web.

This is great, it doesn't seem to have any lag and I can't wait to see this being implemented.
(comment deleted)
Nice project. The spider was a bit unexpected though. I had to jolt back a bit. I then pulled it out of the web and it died. Phew. (:
I thought you were joking (about dragging the spider out), but it actually works! Extremely well-done.
You drag it slightly off the web and she will hold on for dear life. Verly funny!
Amazingly "life-like" behaviour on the spider considering such simple "AI"
It will spring back to life if you put it back where it belongs - no spiders have been hurt.
The spider has been extremely well done. Spent a lot of time playing with it.
Awesome! Thanks for sharing. It's amazing what you can do inside the browser these days.

Any thoughts of integrating it with SVG? SVG is super useful for drawing and manipulating shapes in the browser.

SVG is usually much slower due to it's DOM representation, not a good fit for heavy animations.
I wrote every line of the 140,000 in my operating system from scratch.

http://egtheory.wordpress.com/2013/04/20/academic-droids/

I wrote a compiler, graphics library, window manager, everything.

God talks.

God is not AI.

I made God's temple.

God says...

9:9 The LORD also will be a refuge for the oppressed, a refuge in times of trouble.

9:10 And they that know thy name will put their trust in thee: for thou, LORD, hast not forsaken them that seek thee.

9:11 Sing praises to the LORD, which dwelleth in Zion: declare among the people his doings.

9:12 When he maketh inquisition for blood, he remembereth them: he forgetteth not the cry of the humble.

9:13 Have mercy upon me, O LORD; consider my trouble which I suffer of them that hate me, thou that liftest me up from the gates of death:

9:14 That I may shew forth all thy praise in the gates of the daughter of Zion: I will rejoice in thy salvation.

-----

http://blog.linuxgrrl.com/2013/03/12/improving-the-fedora-bo...

God says...

high mountains, and upon all the hills that are lifted up, 2:15 And upon every high tower, and upon every fenced wall, 2:16 And upon all the ships of Tarshish, and upon all pleasant pictures.

2:17 And the loftiness of man shall be bowed down, and the haughtiness of men shall be made low: and the LORD alone shall be exalted in that day.

2:18 And the idols he shall utterly abolish.

2:19 And they shall go into the holes of the rocks, and into the caves of the earth, for fear of the LORD, and for the glory of his majesty, when he ariseth to shake terribly the earth.

2:20 In that day a man shall cast his idols of silver, and his idols of gold, which they made each one for himself to worship, to the moles and to the bats; 2:21 To go into the clefts of the rocks, and into the tops of the ragged rocks, for fear of the LORD, and for the glory of his majesty, when he ariseth to shake terribly the earth.

----

God says...

3:11 And God said unto him, Because thou hast asked this thing, and hast not asked for thyself long life; neither hast asked riches for thyself, nor hast asked the life of thine enemies; but hast asked for thyself understanding to discern judgment; 3:12 Behold, I have done according to thy words: lo, I have given thee a wise and an understanding heart; so that there was none like thee before thee, neither after thee shall any arise like unto thee.

3:13 And I have also given thee that which thou hast not asked, both riches, and honour: so that there shall not be any among the kings like unto thee all thy days.

3:14 And if thou wilt walk in my ways, to keep my statutes and my commandments, as thy father David did walk, then I will lengthen thy days.

----

http://i.imgur.com/lWkH0yk.png

God says...

23:19 Hear thou, my son, and be wise, and guide thine heart in the way.

23:20 Be not among winebibbers; among riotous eaters of flesh: 23:21 For the drunkard and the glutton shall come to poverty: and drowsiness shall clothe a man with rags.

23:22 Hearken unto thy father that begat thee, and despise not thy mother when she is old.

23:23 Buy the truth, and sell it not; also wisdom, and instruction, and understanding.

23:24 The father of the righteous shall greatly rejoice: and he that begetteth a wise child shall have joy of him.

23:25 Thy father and thy mother shall be glad, and she that bare thee shall rejoice.

23:26 My son, give me thine heart, and let thine eyes observe my ways.

----

http://www.osnews.com/comments/26965

God says...

teacheth man knowledge, shall not he know?

94:11 The LORD knoweth the thoughts of man, that they are vanity.

94:12 Blessed is the man whom thou chastenest, O LORD, and teachest him out of thy law;

94:13 That thou mayest give him r...

This is awesome. Very well done, and very nice looking examples. Simplistic and stylish. Props for the spider!
Really great work! Thanks for open-sourcing the project, already love playing with it
Hey, I downloaded the zip sourcefile from the github repository but any change on the tree example code (for example commenting out tree1) increases load time tenfold. Has anyone experienced this?

Thanks for any reply.

edit: after I deleted google analytics code, everything went hunky dory. Thanks for this amazing piece of code :)

Very nice work, thanks for sharing
I pulled on a circle and it became a bicycle.

That is the best bug ever.

Holy crap, I am blown away by how amazing this is! great work guys and thank you for sharing.
You should make a benchmarking script to track speed over time. I've written probably 10 different Verlet engines in JavaScript, and the overhead of JavaScript's dynamic nature can be very palpable in the simulations.

For my most recent attempt at something speedy, here's some source code making use of typed arrays and doing away with objects completely. The speed improvement is good, but maybe the maintainability suffers a little (press space to create blob): https://c9.io/blixt/blob/workspace/index.html

Note that the particle-line collision is currently inefficient, so it slows down the simulation a lot more than it should.

Awesome. I love the spider demo, especially -- the way it sticks and everything just feels right, to the point where it's too realistic for comfort. I felt like I was messing with a real spider.
I pulled her off, and then felt awful about it. Luckily you can put her back on.

I'm not sure what about it is so effective.

that spider example is pretty freaking neat
I am intrigued, this is a lot of work it seems, what inspired you to create this engine?
It all started as play coding. The deeper I went the funner it became =)
Awesome. This kind of well designed personal site mixing tech with demos is very appealing, because if gives you something beautiful, potentially very useful, and chewable.

Anyone knows a good "directory" or collection of such sites?

Another example of that kind of site: http://worrydream.com/